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Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will

always evaluate to true.
This commit is contained in:
Loic Blot 2015-07-24 21:03:50 +02:00
parent 2eb329cc63
commit aab7c83d02
4 changed files with 2 additions and 241 deletions

View file

@ -1314,51 +1314,6 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
return id;
}
#if 0
bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
{
assert(obj);
v3f objectpos = obj->getBasePosition();
// The block in which the object resides in
v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
/*
Update the static data
*/
// Create new static object
std::string staticdata = obj->getStaticData();
StaticObject s_obj(obj->getType(), objectpos, staticdata);
// Add to the block where the object is located in
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
// Get or generate the block
MapBlock *block = m_map->emergeBlock(blockpos);
bool succeeded = false;
if(block)
{
block->m_static_objects.insert(0, s_obj);
block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
"addActiveObjectAsStatic");
succeeded = true;
}
else{
infostream<<"ServerEnvironment::addActiveObjectAsStatic: "
<<"Could not find or generate "
<<"a block for storing static object"<<std::endl;
succeeded = false;
}
if(obj->environmentDeletes())
delete obj;
return succeeded;
}
#endif
/*
Finds out what new objects have been added to
inside a radius around a position
@ -2182,15 +2137,6 @@ void ClientEnvironment::step(float dtime)
v3f d = d_wanted.normalize() * dl;
speed += d;
#if 0 // old code
if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
#endif
}
lplayer->setSpeed(speed);