diff --git a/desktop_version/src/Entity.cpp b/desktop_version/src/Entity.cpp index fff9c878..8925b0f6 100644 --- a/desktop_version/src/Entity.cpp +++ b/desktop_version/src/Entity.cpp @@ -4490,10 +4490,6 @@ void entityclass::applyfriction( int t, float xrate, float yrate ) if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0.0f; } -void entityclass::cleanup() -{ -} - void entityclass::updateentitylogic( int t ) { entities[t].oldxp = entities[t].xp; diff --git a/desktop_version/src/Entity.h b/desktop_version/src/Entity.h index fad390f9..4715ddd2 100644 --- a/desktop_version/src/Entity.h +++ b/desktop_version/src/Entity.h @@ -163,8 +163,6 @@ public: void applyfriction(int t, float xrate, float yrate); - void cleanup(); - void updateentitylogic(int t); diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index 30e5f32b..c69bc0ad 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -498,8 +498,6 @@ void towerlogic() } - //now! let's clean up removed entities - obj.cleanup(); //Looping around, room change conditions! } @@ -1014,9 +1012,6 @@ void gamelogic() obj.entitycollisioncheck(); // Check ent v ent collisions, update states } - //now! let's clean up removed entities - obj.cleanup(); - //Using warplines? if (obj.customwarpmode) { //Rewritten system for mobile update: basically, the new logic is to diff --git a/desktop_version/src/Map.cpp b/desktop_version/src/Map.cpp index 7db85656..22fbf51c 100644 --- a/desktop_version/src/Map.cpp +++ b/desktop_version/src/Map.cpp @@ -909,7 +909,6 @@ void mapclass::gotoroom(int rx, int ry) theplayer--; //just in case indice of player is not 0 } } - obj.cleanup(); game.door_up = rx + ((ry - 1) * 100); game.door_down = rx + ((ry + 1) * 100);