Purge some dead code
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9f10dfef21
commit
a7eb246664
5 changed files with 0 additions and 52 deletions
24
src/player.c
24
src/player.c
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@ -96,11 +96,6 @@ void player_stage_post_init(Player *plr) {
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void player_free(Player *plr) {
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COEVENT_CANCEL_ARRAY(plr->events);
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if(plr->mode->procs.free) {
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plr->mode->procs.free(plr);
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}
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r_texture_destroy(plr->bomb_portrait.tex);
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aniplayer_free(&plr->ani);
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ent_unregister(&plr->ent);
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@ -115,10 +110,6 @@ bool player_set_power(Player *plr, short npow) {
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int pow_base = clamp(npow, 0, PLR_MAX_POWER);
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int pow_overflow = clamp(npow - PLR_MAX_POWER, 0, PLR_MAX_POWER_OVERFLOW);
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if(plr->mode->procs.power) {
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plr->mode->procs.power(plr, pow_base);
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}
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int oldpow = plr->power;
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int oldpow_over = plr->power_overflow;
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@ -617,15 +608,8 @@ DEFINE_TASK(player_logic) {
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fapproach_p(&plr->focus_circle_alpha, !!(plr->inputflags & INFLAG_FOCUS), 1.0f/15.0f);
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if(plr->mode->procs.think) {
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plr->mode->procs.think(plr);
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}
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if(player_should_shoot(plr)) {
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coevent_signal(&plr->events.shoot);
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if(plr->mode->procs.shot) {
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plr->mode->procs.shot(plr);
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}
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}
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if(global.frames == plr->deathtime) {
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@ -636,9 +620,6 @@ DEFINE_TASK(player_logic) {
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}
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}
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void player_logic(Player* plr) {
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}
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static bool player_can_bomb(Player *plr) {
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return (
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!player_is_bomb_active(plr)
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@ -651,7 +632,6 @@ static bool player_can_bomb(Player *plr) {
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}
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static bool player_bomb(Player *plr) {
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if(global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell)
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return false;
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@ -670,10 +650,6 @@ static bool player_bomb(Player *plr) {
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coevent_signal(&plr->events.bomb_used);
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if(plr->mode->procs.bomb) {
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plr->mode->procs.bomb(plr);
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}
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plr->bombs--;
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if(plr->deathtime >= global.frames) {
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@ -193,7 +193,6 @@ void player_stage_post_init(Player *plr);
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void player_free(Player *plr);
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void player_draw_overlay(Player *plr);
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void player_logic(Player *plr);
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bool player_should_shoot(Player *plr);
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bool player_set_power(Player *plr, short npow);
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@ -73,11 +73,6 @@ typedef struct PlayerCharacter {
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typedef void (*PlayerModeInitProc)(Player *plr);
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typedef void (*PlayerModeFreeProc)(Player *plr);
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typedef void (*PlayerModeThinkProc)(Player *plr);
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typedef void (*PlayerModeShotProc)(Player *plr);
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typedef void (*PlayerModeBombProc)(Player *plr);
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typedef void (*PlayerModeBombBgProc)(Player *plr);
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typedef void (*PlayerModePowerProc)(Player *plr, short npow);
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typedef void (*PlayerModePreloadProc)(void);
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typedef double (*PlayerModePropertyProc)(Player *plr, PlrProperty prop);
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@ -91,13 +86,6 @@ typedef struct PlayerMode {
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struct {
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PlayerModeInitProc init;
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PlayerModeFreeProc free;
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PlayerModeThinkProc think;
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PlayerModeShotProc shot;
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PlayerModeBombProc bomb;
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ShaderRule bomb_shader;
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PlayerModeBombBgProc bombbg;
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PlayerModePowerProc power;
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PlayerModePreloadProc preload;
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PlayerModePropertyProc property;
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} procs;
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@ -487,8 +487,6 @@ static bool _stage_should_skip(void) {
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}
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static void stage_logic(void) {
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player_logic(&global.plr);
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process_boss(&global.boss);
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process_enemies(&global.enemies);
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process_projectiles(&global.projs, true);
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@ -1015,12 +1015,6 @@ void stage_draw_scene(StageInfo *stage) {
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r_state_pop();
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coevent_signal(&stagedraw.events.background_drawn);
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// draw bomb background
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// TODO: remove this; use events
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if(global.plr.mode->procs.bombbg /*&& player_is_bomb_active(&global.plr)*/) {
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global.plr.mode->procs.bombbg(&global.plr);
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}
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} else if(!key_nobg) {
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r_clear(CLEAR_COLOR, RGBA(0, 0, 0, 1), 1);
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}
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@ -1038,13 +1032,6 @@ void stage_draw_scene(StageInfo *stage) {
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coevent_signal(&stagedraw.events.postprocess_before_overlay);
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// bomb effects shader if present and player bombing
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// TODO: remove this; use events
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if(global.plr.mode->procs.bomb_shader && player_is_bomb_active(&global.plr)) {
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ShaderRule rules[] = { global.plr.mode->procs.bomb_shader, NULL };
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apply_shader_rules(rules, foreground);
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}
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// draw overlay: in-viewport text and HUD elements, etc.
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// this stuff is not affected by the screen shake effect
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stage_draw_overlay();
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