Removed unused members of COldObject
parent
63c7b83d82
commit
dba944740f
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@ -913,12 +913,6 @@ void CMotionVehicle::Create(Math::Vector pos, float angle, ObjectType type,
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type != OBJECT_MOBILEdr &&
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type != OBJECT_APOLLO2)
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{
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color.r = 1.0f;
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color.g = 1.0f;
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color.b = 0.0f; // yellow
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color.a = 0.0f;
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m_object->CreateEffectLight(20.0f, color);
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CObject* powerCell = nullptr;
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Math::Vector powerCellPos = m_object->GetPowerPosition();
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float powerCellAngle = 0.0f;
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@ -113,7 +113,6 @@ COldObject::COldObject(int id)
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m_name = "";
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m_shadowLight = -1;
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m_shadowHeight = 0.0f;
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m_effectHeight = 0.0f;
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m_linVibration = Math::Vector(0.0f, 0.0f, 0.0f);
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m_cirVibration = Math::Vector(0.0f, 0.0f, 0.0f);
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m_tilt = Math::Vector(0.0f, 0.0f, 0.0f);
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@ -124,7 +123,6 @@ COldObject::COldObject(int id)
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m_transporterLink = 0;
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m_shield = 1.0f;
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m_range = 30.0f;
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m_transparency = 0.0f;
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m_lastEnergy = 999.9f;
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m_bSelect = false;
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m_bSelectable = true;
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@ -138,7 +136,6 @@ COldObject::COldObject(int id)
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m_bVirusMode = false;
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m_virusTime = 0.0f;
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m_lastVirusParticle = 0.0f;
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m_bCargo = false;
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m_dying = DeathType::Alive;
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m_bFlat = false;
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m_gunGoalV = 0.0f;
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@ -1661,17 +1658,6 @@ int COldObject::GetShadowLight()
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return m_shadowLight;
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}
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// Creates light for the effects of a vehicle.
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bool COldObject::CreateEffectLight(float height, Gfx::Color color)
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{
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if ( !m_engine->GetLightMode() ) return true;
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m_effectHeight = height;
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return true;
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}
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// Creates the circular shadow underneath a vehicle.
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bool COldObject::CreateShadowCircle(float radius, float intensity,
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@ -2435,8 +2421,6 @@ void COldObject::SetTransparency(float value)
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{
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int i;
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m_transparency = value;
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for ( i=0 ; i<m_totalPart ; i++ )
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{
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if ( m_objectPart[i].bUsed )
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@ -261,7 +261,6 @@ public:
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bool CreateShadowCircle(float radius, float intensity, Gfx::EngineShadowType type = Gfx::ENG_SHADOW_NORM);
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bool CreateShadowLight(float height, Gfx::Color color);
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bool CreateEffectLight(float height, Gfx::Color color);
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void FlatParent() override;
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@ -324,8 +323,6 @@ protected:
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int m_option; // option
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int m_shadowLight; // number of light from the shadows
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float m_shadowHeight; // height of light from the shadows
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int m_effectLight; // number of light effects
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float m_effectHeight; // height of light effects
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Math::Vector m_linVibration; // linear vibration
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Math::Vector m_cirVibration; // circular vibration
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Math::Vector m_tilt; // tilt
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@ -337,7 +334,6 @@ protected:
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float m_lastEnergy;
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float m_shield; // shield
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float m_range; // flight range
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float m_transparency; // transparency (0..1)
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float m_aTime;
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float m_shotTime; // time since last shot
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bool m_bVirusMode; // virus activated/triggered
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@ -347,7 +343,6 @@ protected:
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bool m_bSelectable; // selectable object
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bool m_bCheckToken; // object with audited tokens
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bool m_underground; // object active but undetectable
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bool m_bCargo;
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DeathType m_dying;
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bool m_bFlat;
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bool m_bTrainer; // drive vehicle (without remote)
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