Remove unused OBJ_FLARE
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@ -66,7 +66,6 @@ enum object_type_t
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OBJ_POWERUP = 7, // a powerup you can pick up
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OBJ_DEBRIS = 8, // a piece of robot
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OBJ_CNTRLCEN = 9, // the control center
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OBJ_FLARE = 10, // a flare
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OBJ_CLUTTER = 11, // misc objects
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OBJ_GHOST = 12, // what the player turns into when dead
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OBJ_LIGHT = 13, // a light source, & not much else
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@ -358,7 +358,6 @@ static g3s_lrgb compute_light_emission(int objnum)
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{
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case OBJ_FIREBALL:
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case OBJ_WEAPON:
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case OBJ_FLARE:
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#if defined(DXX_BUILD_DESCENT_II)
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case OBJ_MARKER:
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#endif
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@ -1047,7 +1047,6 @@ static void free_object_slots(int num_used)
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return;
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break;
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case OBJ_WALL:
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case OBJ_FLARE:
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Int3(); // This is curious. What is an object that is a wall?
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break;
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case OBJ_FIREBALL:
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