Skip to content

Commit

Permalink
Delete declarations of nonexistent functions
Browse files Browse the repository at this point in the history
  • Loading branch information
slipher authored and slipher committed Jan 22, 2019
1 parent 212154d commit 7abc7ac
Show file tree
Hide file tree
Showing 9 changed files with 1 addition and 45 deletions.
2 changes: 1 addition & 1 deletion src/cgame/cg_buildable.cpp
Expand Up @@ -745,7 +745,7 @@ void CG_InitBuildables()
CG_BuildableRangeMarkerProperties
================
*/
bool CG_GetBuildableRangeMarkerProperties( buildable_t bType, rangeMarker_t *rmType, float *range, Color::Color& rgba )
static bool CG_GetBuildableRangeMarkerProperties( buildable_t bType, rangeMarker_t *rmType, float *range, Color::Color& rgba )
{
shaderColorEnum_t shc;

Expand Down
16 changes: 0 additions & 16 deletions src/cgame/cg_local.h
Expand Up @@ -1900,7 +1900,6 @@ void CG_NotifyHooks();
void CG_UpdateCvars();

int CG_CrosshairPlayer();
void CG_LoadMenus( const char *menuFile );
void CG_KeyEvent( Keyboard::Key key, bool down );
void CG_MouseEvent( int dx, int dy );
void CG_MousePosEvent( int x, int y );
Expand All @@ -1922,7 +1921,6 @@ void CG_TestModelNextFrame_f();
void CG_TestModelPrevFrame_f();
void CG_TestModelNextSkin_f();
void CG_TestModelPrevSkin_f();
void CG_AddBufferedSound( sfxHandle_t sfx );
bool CG_CullBox(vec3_t mins, vec3_t maxs);
bool CG_CullPointAndRadius(const vec3_t pt, vec_t radius);
void CG_DrawActiveFrame( int serverTime, bool demoPlayback );
Expand Down Expand Up @@ -1968,22 +1966,12 @@ ExponentialFade( (value), (target), (lambda), (float)cg.frametime * 0.001 );
// cg_draw.c
//

void CG_AlignText( rectDef_t *rect, const char *text, float scale, float w, float h, int align, int valign,float *x, float *y );
void CG_AddLagometerFrameInfo();
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_AddSpeed();
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_DrawActive();
void CG_OwnerDraw( rectDef_t *rect, float text_x,
float text_y, int ownerDraw, int ownerDrawFlags,
int align, int textalign, int textvalign,
float borderSize, float scale, const Color::Color& foreColor,
const Color::Color& backColor, qhandle_t shader, int textStyle );
float CG_GetValue( int ownerDraw );
void CG_RunMenuScript( char **args );
void CG_SetPrintString( int type, const char *p );
const char *CG_GetKillerText();
void CG_DrawLoadingScreen();
void CG_ResetPainBlend();
void CG_DrawField( float x, float y, int width, float cw, float ch, int value );

Expand Down Expand Up @@ -2014,7 +2002,6 @@ void CG_InitBuildables();
void CG_HumanBuildableDying( buildable_t buildable, vec3_t origin );
void CG_HumanBuildableExplosion( buildable_t buildable, vec3_t origin, vec3_t dir );
void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );
bool CG_GetBuildableRangeMarkerProperties( buildable_t bType, rangeMarker_t *rmType, float *range, vec3_t rgb );

//
// cg_animation.c
Expand Down Expand Up @@ -2062,7 +2049,6 @@ void CG_OnMapRestart();
void CG_DrawBoundingBox( int type, vec3_t origin, vec3_t mins, vec3_t maxs );
void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities();
void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out,
vec3_t angles_in, vec3_t angles_out );
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
Expand Down Expand Up @@ -2138,7 +2124,6 @@ void CG_ExecuteServerCommands( snapshot_t* snap );
void CG_ParseServerinfo();
void CG_SetConfigValues();
void CG_ShaderStateChanged();
void CG_CompleteCommand( int argNum );
void CG_CenterPrint_f();

//
Expand Down Expand Up @@ -2243,7 +2228,6 @@ bool CG_ParseColor( byte *c, const char **text_p );
const char *CG_GetShaderNameFromHandle( const qhandle_t shader );
void CG_ReadableSize( char *buf, int bufsize, int value );
void CG_PrintTime( char *buf, int bufsize, int time );
void CG_FormatSI( char *buf, int size, float num, int sf, const char *unit );
void CG_SetKeyCatcher( int catcher );

//
Expand Down
1 change: 0 additions & 1 deletion src/cgame/cg_ui.h
Expand Up @@ -48,7 +48,6 @@ const char *GettextPlural( const char *msgid, const char *msgid2, int number ) P
// Parsing
//

bool Script_Parse( char **p, const char **out );
bool PC_Float_Parse( int handle, float *f );
bool PC_Color_Parse( int handle, Color::Color *c );
bool PC_Int_Parse( int handle, int *i );
Expand Down
2 changes: 0 additions & 2 deletions src/sgame/sg_admin.h
Expand Up @@ -197,7 +197,6 @@ bool G_admin_listinactive( gentity_t *ent );
bool G_admin_listlayouts( gentity_t *ent );
bool G_admin_listgeoip( gentity_t *ent );
bool G_admin_listplayers( gentity_t *ent );
bool G_admin_listrotation( gentity_t *ent );
bool G_admin_changemap( gentity_t *ent );
bool G_admin_warn( gentity_t *ent );
bool G_admin_mute( gentity_t *ent );
Expand All @@ -210,7 +209,6 @@ bool G_admin_endvote( gentity_t *ent );
bool G_admin_spec999( gentity_t *ent );
bool G_admin_rename( gentity_t *ent );
bool G_admin_restart( gentity_t *ent );
bool G_admin_timelimit( gentity_t *ent );
bool G_admin_nextmap( gentity_t *ent );
bool G_admin_namelog( gentity_t *ent );
bool G_admin_lock( gentity_t *ent );
Expand Down
3 changes: 0 additions & 3 deletions src/sgame/sg_bot_util.h
Expand Up @@ -51,7 +51,6 @@ void BotPain( gentity_t *self, gentity_t *attacker, int damage );
void BotGetIdealAimLocation( gentity_t *self, botTarget_t target, vec3_t aimLocation );
void BotAimAtEnemy( gentity_t *self );
void BotSlowAim( gentity_t *self, vec3_t target, float slow );
void BotShakeAim( gentity_t *self, vec3_t rVec );
void BotAimAtLocation( gentity_t *self, vec3_t target );
float BotAimAngle( gentity_t *self, vec3_t pos );

Expand Down Expand Up @@ -92,7 +91,6 @@ void BotClassMovement( gentity_t *self, bool inAttackRange );
bool WeaponIsEmpty( weapon_t weapon, playerState_t *ps );
float PercentAmmoRemaining( weapon_t weapon, playerState_t *ps );
void BotFindDamagedFriendlyStructure( gentity_t *self );
bool BotGetBuildingToBuild( gentity_t *self, vec3_t origin, vec3_t normal, buildable_t *building );
void BotBuyWeapon( gentity_t *self, weapon_t weapon );
void BotBuyUpgrade( gentity_t *self, upgrade_t upgrade );
void BotSellWeapons( gentity_t *self );
Expand Down Expand Up @@ -129,7 +127,6 @@ void BotSetNavmesh( gentity_t *ent, class_t newClass );
void BotClampPos( gentity_t *self );

// local navigation
bool BotDodge( gentity_t *self );
void BotWalk( gentity_t *self, bool enable );
bool BotSprint( gentity_t *self, bool enable );
bool BotJump( gentity_t *self );
Expand Down
13 changes: 0 additions & 13 deletions src/sgame/sg_public.h
Expand Up @@ -100,25 +100,16 @@ void G_BuildLogSet( buildLog_t *log, gentity_t *ent );
void G_BuildLogAuto( gentity_t *actor, gentity_t *buildable, buildFate_t fate );
void G_BuildLogRevert( int id );
void G_UpdateBuildablePowerStates();
gentity_t *G_NearestPowerSourceInRange( gentity_t *self );
void G_BuildableTouchTriggers( gentity_t *ent );

// TODO: Convert these functions to component methods.
void AGeneric_Blast( gentity_t *self );
void ABarricade_Shrink( gentity_t *self, bool shrink );
void HGeneric_Blast( gentity_t *self );
void HGeneric_Cancel( gentity_t *self );
void AHive_Fire( gentity_t *self );
bool AHive_TargetValid( gentity_t *self, gentity_t *target, bool ignoreDistance );
bool ASpiker_Fire( gentity_t *self );
void HTurret_PreBlast( gentity_t *self );

// sg_buildpoints
float G_RGSPredictOwnEfficiency(vec3_t origin);
float G_RGSPredictEfficiencyDelta(vec3_t origin, team_t team);
void G_UpdateBuildPointBudgets();
void G_RecoverBuildPoints();
int G_GetSpentBudget(team_t team);
int G_GetFreeBudget(team_t team);
int G_GetMarkedBudget(team_t team);
int G_GetSpendableBudget(team_t team);
Expand Down Expand Up @@ -315,7 +306,6 @@ void G_TriggerMenuArgs( int clientNum, dynMenu_t menu, int arg );
void G_CloseMenus( int clientNum );
void G_ClientnumToMask( int clientNum, int *loMask, int *hiMask );
void G_TeamToClientmask( team_t team, int *loMask, int *hiMask );
void G_FireThink( gentity_t *self );
bool G_LineOfSight( const gentity_t *from, const gentity_t *to, int mask, bool useTrajBase );
bool G_LineOfSight( const gentity_t *from, const gentity_t *to );
bool G_LineOfFire( const gentity_t *from, const gentity_t *to );
Expand Down Expand Up @@ -352,7 +342,4 @@ namespace CombatFeedback
void HitNotify(gentity_t *attacker, gentity_t *victim, Util::optional<Vec3> point, float damage, meansOfDeath_t mod, bool lethal);
}

// Components
void G_IgnitableThink();

#endif // SG_PUBLIC_H_
2 changes: 0 additions & 2 deletions src/sgame/sg_spawn.h
Expand Up @@ -73,9 +73,7 @@ void SP_game_kill( gentity_t *self );
void SP_game_end( gentity_t *self );
void SP_game_funds( gentity_t *self );

void SP_path_corner( gentity_t *self );
void SP_pos_player_spawn( gentity_t *self );
void SP_pos_player_intermission( gentity_t *self );
void SP_pos_target( gentity_t *self );
void SP_pos_location( gentity_t *self );

Expand Down
4 changes: 0 additions & 4 deletions src/sgame/sg_trapcalls.h
Expand Up @@ -49,10 +49,7 @@ void trap_LinkEntity( gentity_t *ent );
void trap_UnlinkEntity( gentity_t *ent );
int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *list, int maxcount );
bool trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
bool trap_EntityContactCapsule( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask , int skipmask);
void trap_TraceCapsule( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
void trap_TraceCapsuleNoEnts( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
int trap_PointContents( const vec3_t point, int passEntityNum );
void trap_SetBrushModel( gentity_t *ent, const char *name );
bool trap_InPVS( const vec3_t p1, const vec3_t p2 );
Expand All @@ -70,7 +67,6 @@ void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
bool trap_GetEntityToken( char *buffer, int bufferSize );
void trap_AddCommand( const char *cmdName );
void trap_RemoveCommand( const char *cmdName );
int trap_GetSoundLength( sfxHandle_t sfxHandle );
int trap_Parse_AddGlobalDefine( const char *define );
int trap_Parse_LoadSource( const char *filename );
int trap_Parse_FreeSource( int handle );
Expand Down
3 changes: 0 additions & 3 deletions src/shared/bg_public.h
Expand Up @@ -1477,10 +1477,7 @@ void CG_UpdateUnlockables( playerState_t *ps );
#define MASK_ENTITY ( CONTENTS_MOVER )

void *BG_Alloc( size_t size );
void BG_InitMemory();
void BG_Free( void *ptr );
void BG_DefragmentMemory();
void BG_MemoryInfo();

void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
Expand Down

0 comments on commit 7abc7ac

Please sign in to comment.