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Axe NETWORK_
[set
/get
]AchievementProgress()
These are unused. Ethan originally added them in case Terry wanted achievement percentages. But he didn't add them, and I don't think the achievements are changing anytime soon, so it's safe to remove this dead code.
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parent
e13d3af2eb
commit
4eb7f973ef
3 changed files with 2 additions and 80 deletions
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@ -23,13 +23,4 @@ void GOG_unlockAchievement(const char *name)
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{
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}
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int32_t GOG_getAchievementProgress(const char *name)
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{
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return 0;
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}
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void GOG_setAchievementProgress(const char *name, int32_t stat)
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{
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}
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#endif /* MAKEANDPLAY */
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@ -28,9 +28,7 @@
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int32_t name##_init(void); \
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void name##_shutdown(void); \
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void name##_update(void); \
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void name##_unlockAchievement(const char *name); \
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int32_t name##_getAchievementProgress(const char *name); \
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void name##_setAchievementProgress(const char *name, int32_t stat);
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void name##_unlockAchievement(const char *name);
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#ifdef STEAM_NETWORK
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DECLARE_BACKEND(STEAM)
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#endif
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@ -46,8 +44,6 @@ typedef struct NetworkBackend
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void (*Shutdown)(void);
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void (*Update)(void);
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void (*UnlockAchievement)(const char*);
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int32_t (*GetAchievementProgress)(const char*);
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void (*SetAchievementProgress)(const char*, int32_t);
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} NetworkBackend;
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#if NUM_BACKENDS > 0
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@ -61,9 +57,7 @@ int NETWORK_init(void)
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backends[index].Init = name##_init; \
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backends[index].Shutdown = name##_shutdown; \
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backends[index].Update = name##_update; \
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backends[index].UnlockAchievement = name##_unlockAchievement; \
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backends[index].GetAchievementProgress = name##_getAchievementProgress; \
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backends[index].SetAchievementProgress = name##_setAchievementProgress;
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backends[index].UnlockAchievement = name##_unlockAchievement;
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#ifdef STEAM_NETWORK
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ASSIGN_BACKEND(STEAM, 0)
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#endif
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@ -120,39 +114,3 @@ void NETWORK_unlockAchievement(const char *name)
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UNUSED(name);
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#endif
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}
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int32_t NETWORK_getAchievementProgress(const char *name)
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{
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/* The highest stat gets priority, will eventually pass to the others */
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int32_t max = 0;
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#if NUM_BACKENDS > 0
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int32_t i, stat;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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stat = backends[i].GetAchievementProgress(name);
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if (stat > max)
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{
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max = stat;
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}
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}
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#else
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UNUSED(name);
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#endif
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return max;
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}
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void NETWORK_setAchievementProgress(const char *name, int32_t stat)
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{
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#if NUM_BACKENDS > 0
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].SetAchievementProgress(name, stat);
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}
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#else
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UNUSED(name);
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UNUSED(stat);
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#endif
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}
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@ -168,31 +168,4 @@ void STEAM_unlockAchievement(const char *name)
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}
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}
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int32_t STEAM_getAchievementProgress(const char *name)
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{
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int32_t result = -1;
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if (libHandle)
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{
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SteamAPI_ISteamUserStats_GetStat(
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steamUserStats,
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name,
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&result
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);
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}
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return result;
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}
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void STEAM_setAchievementProgress(const char *name, int32_t stat)
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{
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if (libHandle)
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{
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SteamAPI_ISteamUserStats_SetStat(
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steamUserStats,
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name,
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stat
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);
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SteamAPI_ISteamUserStats_StoreStats(steamUserStats);
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}
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}
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#endif /* MAKEANDPLAY */
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