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Remove entityclass::cleanup()

This function's sole purpose was to make sure obj.nentity was in sync,
and that obj.nentity-1 pointed to the last 'active' entity in
obj.entities. But now that obj.nentity is removed and we use
obj.entities.size() instead, it is no longer necessary.
This commit is contained in:
Misa 2020-04-03 14:31:32 -07:00 committed by Ethan Lee
parent fd417d6a8c
commit 744c685614
4 changed files with 0 additions and 12 deletions

View file

@ -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; if (std::abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
} }
void entityclass::cleanup()
{
}
void entityclass::updateentitylogic( int t ) void entityclass::updateentitylogic( int t )
{ {
entities[t].oldxp = entities[t].xp; entities[t].oldxp = entities[t].xp;

View file

@ -163,8 +163,6 @@ public:
void applyfriction(int t, float xrate, float yrate); void applyfriction(int t, float xrate, float yrate);
void cleanup();
void updateentitylogic(int t); void updateentitylogic(int t);

View file

@ -498,8 +498,6 @@ void towerlogic()
} }
//now! let's clean up removed entities
obj.cleanup();
//Looping around, room change conditions! //Looping around, room change conditions!
} }
@ -1014,9 +1012,6 @@ void gamelogic()
obj.entitycollisioncheck(); // Check ent v ent collisions, update states obj.entitycollisioncheck(); // Check ent v ent collisions, update states
} }
//now! let's clean up removed entities
obj.cleanup();
//Using warplines? //Using warplines?
if (obj.customwarpmode) { if (obj.customwarpmode) {
//Rewritten system for mobile update: basically, the new logic is to //Rewritten system for mobile update: basically, the new logic is to

View file

@ -909,7 +909,6 @@ void mapclass::gotoroom(int rx, int ry)
theplayer--; //just in case indice of player is not 0 theplayer--; //just in case indice of player is not 0
} }
} }
obj.cleanup();
game.door_up = rx + ((ry - 1) * 100); game.door_up = rx + ((ry - 1) * 100);
game.door_down = rx + ((ry + 1) * 100); game.door_down = rx + ((ry + 1) * 100);