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-rw-r--r--src/core/Collision.cpp30
1 files changed, 0 insertions, 30 deletions
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp
index f20fee6d..0cdacfdb 100644
--- a/src/core/Collision.cpp
+++ b/src/core/Collision.cpp
@@ -20,10 +20,6 @@
#include "SurfaceTable.h"
#include "Lines.h"
#include "Collision.h"
-#ifdef MIAMI
-#include "Camera.h"
-#include "ColStore.h"
-#endif
enum Direction
{
@@ -38,32 +34,22 @@ enum Direction
eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache;
-//--MIAMI: done
void
CCollision::Init(void)
{
ms_colModelCache.Init(NUMCOLCACHELINKS);
ms_collisionInMemory = LEVEL_NONE;
-#ifdef MIAMI
- CColStore::Initialise();
-#endif
}
-//--MIAMI: done
void
CCollision::Shutdown(void)
{
ms_colModelCache.Shutdown();
-#ifdef MIAMI
- CColStore::Shutdown();
-#endif
}
-//--MIAMI: done
void
CCollision::Update(void)
{
-#ifndef MIAMI
CVector playerCoors;
playerCoors = FindPlayerCoors();
eLevelName level = CTheZones::m_CurrLevel;
@@ -97,10 +83,8 @@ CCollision::Update(void)
if(ms_collisionInMemory != CGame::currLevel)
LoadCollisionWhenINeedIt(forceLevelChange);
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
-#endif
}
-//--MIAMI: unused
eLevelName
GetCollisionInSectorList(CPtrList &list)
{
@@ -117,7 +101,6 @@ GetCollisionInSectorList(CPtrList &list)
return LEVEL_NONE;
}
-//--MIAMI: unused
// Get a level this sector is in based on collision models
eLevelName
GetCollisionInSector(CSector &sect)
@@ -138,11 +121,9 @@ GetCollisionInSector(CSector &sect)
return (eLevelName)level;
}
-//--MIAMI: done
void
CCollision::LoadCollisionWhenINeedIt(bool forceChange)
{
-#ifndef MIAMI
eLevelName level, l;
bool multipleLevels;
CVector playerCoors;
@@ -229,14 +210,11 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
CTimer::Update();
DMAudio.SetEffectsFadeVol(127);
}
-#endif
}
-//--MIAMI: done
void
CCollision::SortOutCollisionAfterLoad(void)
{
-#ifndef MIAMI
if(ms_collisionInMemory == CGame::currLevel)
return;
@@ -248,10 +226,6 @@ CCollision::SortOutCollisionAfterLoad(void)
}
ms_collisionInMemory = CGame::currLevel;
CGame::TidyUpMemory(true, false);
-#else
- CColStore::LoadCollision(TheCamera.GetPosition());
- CStreaming::LoadAllRequestedModels(false);
-#endif
}
void
@@ -2000,11 +1974,7 @@ CColModel::CColModel(void)
vertices = nil;
triangles = nil;
trianglePlanes = nil;
-#ifndef MIAMI
level = CGame::currLevel;
-#else
- level = 0; // generic col slot
-#endif
ownsCollisionVolumes = true;
}