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Remove unused members
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d6c7bcdbdc
commit
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@ -81,7 +81,6 @@ public:
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CBackgroundEngineMap *CreateBGMap() override;
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vec2 m_MenuCenter;
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vec2 m_RotationCenter;
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std::array<vec2, NUM_POS> m_aPositions;
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int m_CurrentPosition;
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@ -20,7 +20,6 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
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m_Dir = Direction;
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m_Bounces = 0;
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m_EvalTick = 0;
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m_WasTele = false;
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m_Type = Type;
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m_ZeroEnergyBounceInLastTick = false;
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m_TuneZone = GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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@ -34,7 +33,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
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vec2 At;
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CCharacter *pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
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CCharacter *pHit;
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bool DontHitSelf = (g_Config.m_SvOldLaser || !GameWorld()->m_WorldConfig.m_IsDDRace) || (m_Bounces == 0 && !m_WasTele);
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bool DontHitSelf = (g_Config.m_SvOldLaser || !GameWorld()->m_WorldConfig.m_IsDDRace) || (m_Bounces == 0);
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if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (!pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
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pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, DontHitSelf ? pOwnerChar : 0, m_Owner);
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@ -102,13 +101,6 @@ void CLaser::DoBounce()
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int Res;
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int z;
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if(m_WasTele)
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{
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m_PrevPos = m_TelePos;
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m_Pos = m_TelePos;
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m_TelePos = vec2(0, 0);
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}
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vec2 To = m_Pos + m_Dir * m_Energy;
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Res = Collision()->IntersectLineTeleWeapon(m_Pos, To, &Coltile, &To, &z);
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@ -151,7 +143,6 @@ void CLaser::DoBounce()
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m_ZeroEnergyBounceInLastTick = Distance == 0.0f;
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m_Bounces++;
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m_WasTele = false;
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int BounceNum = GetTuning(m_TuneZone)->m_LaserBounceNum;
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@ -30,8 +30,6 @@ protected:
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private:
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vec2 m_From;
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vec2 m_Dir;
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vec2 m_TelePos;
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bool m_WasTele;
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float m_Energy;
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int m_Bounces;
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int m_EvalTick;
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@ -284,7 +284,6 @@ public:
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bool m_Reset;
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CCollision *Collision() { return m_pCollision; }
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vec2 m_LastVel;
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int m_Colliding;
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bool m_LeftWall;
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@ -203,7 +203,6 @@ public:
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int m_MoveRestrictions;
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vec2 m_Intersection;
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int64_t m_LastStartWarning;
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int64_t m_LastRescue;
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bool m_LastRefillJumps;
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@ -349,7 +349,6 @@ std::vector<CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1
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float Len = distance(pChr->m_Pos, IntersectPos);
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if(Len < pChr->m_ProximityRadius + Radius)
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{
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pChr->m_Intersection = IntersectPos;
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vpCharacters.push_back(pChr);
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}
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}
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