Remove unused parameter

This commit is contained in:
Miloslav Číž 2020-11-14 12:05:02 +01:00
parent a634519a16
commit d601b5521e

11
game.h
View File

@ -2868,8 +2868,7 @@ static inline uint16_t SFG_getMapRevealBit(uint8_t squareX, uint8_t squareY)
Checks a 3D point visibility from player's position (WITHOUT considering Checks a 3D point visibility from player's position (WITHOUT considering
facing direction). facing direction).
*/ */
static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height, static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height)
uint8_t spriteSize)
{ {
return return
RCL_castRay3D( RCL_castRay3D(
@ -2917,7 +2916,7 @@ RCL_Unit SFG_autoaimVertically()
+ +
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize); SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
if (SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize)) if (SFG_spriteIsVisible(worldPosition,worldHeight))
{ {
RCL_Unit distance = RCL_len(toMonster); RCL_Unit distance = RCL_len(toMonster);
@ -4616,7 +4615,7 @@ void SFG_draw()
RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera); RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
if (p.depth > 0 && if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize)) SFG_spriteIsVisible(worldPosition,worldHeight))
{ {
const uint8_t *s = const uint8_t *s =
SFG_getMonsterSprite( SFG_getMonsterSprite(
@ -4664,7 +4663,7 @@ void SFG_draw()
RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera); RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
if (p.depth > 0 && if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize)) SFG_spriteIsVisible(worldPosition,worldHeight))
SFG_drawScaledSprite(sprite,p.position.x * SFG_RAYCASTING_SUBSAMPLE, SFG_drawScaledSprite(sprite,p.position.x * SFG_RAYCASTING_SUBSAMPLE,
p.position.y, p.position.y,
RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize), RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),
@ -4710,7 +4709,7 @@ void SFG_draw()
} }
if (p.depth > 0 && if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,proj->position[2],spriteSize)) SFG_spriteIsVisible(worldPosition,proj->position[2]))
SFG_drawScaledSprite(s, SFG_drawScaledSprite(s,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScaleVertical(spriteSize,p.depth), RCL_perspectiveScaleVertical(spriteSize,p.depth),