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Remove unused field
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Eli2 committed Jul 17, 2017
1 parent 43a506c commit 75e5f38
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Showing 9 changed files with 2 additions and 13 deletions.
2 changes: 1 addition & 1 deletion src/game/Damage.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -601,7 +601,7 @@ void ARX_DAMAGES_ForceDeath(Entity * io_dead, Entity * io_killer) {
ioo->show = SHOW_FLAG_IN_SCENE;
ioo->ioflags |= IO_NO_NPC_COLLIDE;
ioo->pos = ioo->obj->vertexWorldPositions[ioo->obj->origin].v;
ioo->stopped = 0;
// TODO old broken code suggested that physics sim might be enabled here
}
}
}
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1 change: 0 additions & 1 deletion src/game/Entity.cpp
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Expand Up @@ -133,7 +133,6 @@ Entity::Entity(const res::path & classPath, EntityInstance instance)
gameFlags = GFLAG_NEEDINIT | GFLAG_INTERACTIVITY;
fall = 0.f;

stopped = 1;
initpos = Vec3f_ZERO;
initangle = Anglef::ZERO;
scale = 1.f;
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1 change: 0 additions & 1 deletion src/game/Entity.h
Original file line number Diff line number Diff line change
Expand Up @@ -296,7 +296,6 @@ class Entity {
GameFlags gameFlags;
float fall;

long stopped;
Vec3f initpos; // Initial Position
Anglef initangle; // Initial Angle
float scale;
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1 change: 0 additions & 1 deletion src/game/Inventory.cpp
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Expand Up @@ -185,7 +185,6 @@ void PutInFrontOfPlayer(Entity * io)
io->pos += Vec3f(0.f, 20.f, 0.f);

io->angle = Anglef::ZERO;
io->stopped = 0;
io->show = SHOW_FLAG_IN_SCENE;

if(io->obj && io->obj->pbox) {
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2 changes: 0 additions & 2 deletions src/game/npc/Dismemberment.cpp
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Expand Up @@ -258,8 +258,6 @@ static void ARX_NPC_SpawnMember(Entity * ioo, ObjSelection num) {
io->obj->pbox->active = 1;
io->obj->pbox->stopcount = 0;

io->stopped = 1;

Vec3f vector;
vector.x = -std::sin(glm::radians(io->angle.getYaw()));
vector.y = std::sin(glm::radians(io->angle.getPitch())) * 2.f;
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3 changes: 0 additions & 3 deletions src/gui/Cursor.cpp
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Expand Up @@ -273,8 +273,6 @@ bool Manage3DCursor(Entity * io, bool simulate) {
io->obj->pbox->stopcount = 0;
io->pos = collidpos;

io->stopped = 1;

movev.x *= 0.0001f;
movev.y = 0.1f;
movev.z *= 0.0001f;
Expand All @@ -295,7 +293,6 @@ bool Manage3DCursor(Entity * io, bool simulate) {
io->angle.setYaw(270.f - angle.getYaw());
io->angle.setRoll(angle.getRoll());

io->stopped = 0;
io->show = SHOW_FLAG_IN_SCENE;
io->obj->pbox->active = 0;
Set_DragInter(NULL);
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1 change: 0 additions & 1 deletion src/gui/Interface.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2086,7 +2086,6 @@ void ArxGame::manageEditorControls() {
io->obj->pbox->active=1;
io->obj->pbox->stopcount=0;
io->pos = player.pos + Vec3f(0.f, 80.f, 0.f);
io->stopped = 1;

Vec2f centerOffset = Vec2f(DANAEMouse) - Vec2f(g_size.center());
Vec2f ratio;
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3 changes: 1 addition & 2 deletions src/scene/ChangeLevel.cpp
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Expand Up @@ -958,7 +958,7 @@ static long ARX_CHANGELEVEL_Push_IO(const Entity * io, long level) {
ais.collision = io->collision;
util::storeString(ais.mainevent, io->mainevent.c_str());
ais.velocity = Vec3f_ZERO;
ais.stopped = io->stopped;
ais.stopped = 0;
ais.basespeed = io->basespeed;
ais.speed_modif = io->speed_modif;
ais.frameloss = 0.f;
Expand Down Expand Up @@ -2033,7 +2033,6 @@ static Entity * ARX_CHANGELEVEL_Pop_IO(const std::string & idString, EntityInsta
io->mainevent = boost::to_lower_copy(util::loadString(ais->mainevent));

// Physics data
io->stopped = ais->stopped;
io->basespeed = 1;
io->speed_modif = 0.f; // TODO why are these not loaded from the savegame?
io->rubber = ais->rubber;
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1 change: 0 additions & 1 deletion src/scene/Interactive.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2623,7 +2623,6 @@ void ARX_INTERACTIVE_ActivatePhysics(EntityHandle t)

io->obj->pbox->active = 1;
io->obj->pbox->stopcount = 0;
io->stopped = 1;
Vec3f fallvector = Vec3f(0.0f, 0.000001f, 0.f);
io->show = SHOW_FLAG_IN_SCENE;
io->soundtime = ArxInstant_ZERO;
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