removes non-functional shield and invincibility functionality.

This commit is contained in:
Azaezel 2014-04-07 16:11:32 -05:00
parent e2dcde721d
commit 8d90558279
2 changed files with 5 additions and 252 deletions

View file

@ -689,7 +689,6 @@ public:
MaxMountedImages = 4, ///< Should be a power of 2
MaxImageEmitters = 3,
NumImageBits = 3,
ShieldNormalBits = 8,
CollisionTimeoutValue = 250 ///< Timeout in ms.
};
@ -743,17 +742,6 @@ protected:
/// @}
/// @name Invincibility
/// @{
F32 mInvincibleCount;
F32 mInvincibleTime;
F32 mInvincibleSpeed;
F32 mInvincibleDelta;
F32 mInvincibleEffect;
F32 mInvincibleFade;
bool mInvincibleOn;
/// @}
/// @name Motion
/// @{
bool mMoveMotion; ///< Indicates that a Move has come in requesting x, y or z motion
@ -918,9 +906,6 @@ protected:
bool mFlipFadeVal;
/// Last shield direction (cur. unused)
Point3F mShieldNormal;
/// Camera shake caused by weapon fire.
CameraShake *mWeaponCamShake;
@ -1156,11 +1141,9 @@ public:
DamageMask = Parent::NextFreeMask << 1,
NoWarpMask = Parent::NextFreeMask << 2,
CloakMask = Parent::NextFreeMask << 3,
ShieldMask = Parent::NextFreeMask << 4,
InvincibleMask = Parent::NextFreeMask << 5,
SkinMask = Parent::NextFreeMask << 6,
MeshHiddenMask = Parent::NextFreeMask << 7,
SoundMaskN = Parent::NextFreeMask << 8, ///< Extends + MaxSoundThreads bits
SkinMask = Parent::NextFreeMask << 4,
MeshHiddenMask = Parent::NextFreeMask << 5,
SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
ThreadMaskN = SoundMaskN << MaxSoundThreads, ///< Extends + MaxScriptThreads bits
ImageMaskN = ThreadMaskN << MaxScriptThreads, ///< Extends + MaxMountedImage bits
NextFreeMask = ImageMaskN << MaxMountedImages
@ -1702,26 +1685,6 @@ public:
virtual void setWhiteOut(const F32);
/// @}
/// @name Invincibility effect
/// This is the screen effect when invincible in the HUD
/// @see GameRenderFilters()
/// @{
/// Returns the level of invincibility effect
virtual F32 getInvincibleEffect() const;
/// Initializes invincibility effect and interpolation parameters
///
/// @param time Time it takes to become invincible
/// @param speed Speed at which invincibility effects progress
virtual void setupInvincibleEffect(F32 time, F32 speed);
/// Advance invincibility effect animation
/// @param dt Time since last call of this function
virtual void updateInvincibleEffect(F32 dt);
/// @}
/// @name Movement & velocity
/// @{