Remove unused members

This commit is contained in:
Chairn 2023-11-19 17:34:48 +01:00
parent d6c7bcdbdc
commit 5b27062ded
6 changed files with 1 additions and 16 deletions

View file

@ -81,7 +81,6 @@ public:
CBackgroundEngineMap *CreateBGMap() override;
vec2 m_MenuCenter;
vec2 m_RotationCenter;
std::array<vec2, NUM_POS> m_aPositions;
int m_CurrentPosition;

View file

@ -20,7 +20,6 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
m_Dir = Direction;
m_Bounces = 0;
m_EvalTick = 0;
m_WasTele = false;
m_Type = Type;
m_ZeroEnergyBounceInLastTick = false;
m_TuneZone = GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
@ -34,7 +33,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
vec2 At;
CCharacter *pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
CCharacter *pHit;
bool DontHitSelf = (g_Config.m_SvOldLaser || !GameWorld()->m_WorldConfig.m_IsDDRace) || (m_Bounces == 0 && !m_WasTele);
bool DontHitSelf = (g_Config.m_SvOldLaser || !GameWorld()->m_WorldConfig.m_IsDDRace) || (m_Bounces == 0);
if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (!pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, DontHitSelf ? pOwnerChar : 0, m_Owner);
@ -102,13 +101,6 @@ void CLaser::DoBounce()
int Res;
int z;
if(m_WasTele)
{
m_PrevPos = m_TelePos;
m_Pos = m_TelePos;
m_TelePos = vec2(0, 0);
}
vec2 To = m_Pos + m_Dir * m_Energy;
Res = Collision()->IntersectLineTeleWeapon(m_Pos, To, &Coltile, &To, &z);
@ -151,7 +143,6 @@ void CLaser::DoBounce()
m_ZeroEnergyBounceInLastTick = Distance == 0.0f;
m_Bounces++;
m_WasTele = false;
int BounceNum = GetTuning(m_TuneZone)->m_LaserBounceNum;

View file

@ -30,8 +30,6 @@ protected:
private:
vec2 m_From;
vec2 m_Dir;
vec2 m_TelePos;
bool m_WasTele;
float m_Energy;
int m_Bounces;
int m_EvalTick;

View file

@ -284,7 +284,6 @@ public:
bool m_Reset;
CCollision *Collision() { return m_pCollision; }
vec2 m_LastVel;
int m_Colliding;
bool m_LeftWall;

View file

@ -203,7 +203,6 @@ public:
int m_MoveRestrictions;
vec2 m_Intersection;
int64_t m_LastStartWarning;
int64_t m_LastRescue;
bool m_LastRefillJumps;

View file

@ -349,7 +349,6 @@ std::vector<CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1
float Len = distance(pChr->m_Pos, IntersectPos);
if(Len < pChr->m_ProximityRadius + Radius)
{
pChr->m_Intersection = IntersectPos;
vpCharacters.push_back(pChr);
}
}