Remove unused return value of free_object_slots
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@ -73,7 +73,6 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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void obj_detach_all(object *parent);
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void obj_detach_one(object *sub);
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int free_object_slots(int num_used);
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/*
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* Global variables
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@ -1153,29 +1152,29 @@ void obj_free(int objnum)
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//-----------------------------------------------------------------------------
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// Scan the object list, freeing down to num_used objects
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// Returns number of slots freed.
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int free_object_slots(int num_used)
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static void free_object_slots(int num_used)
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{
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int i, olind;
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int obj_list[MAX_OBJECTS];
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int num_already_free, num_to_free, original_num_to_free;
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int num_already_free, num_to_free;
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olind = 0;
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num_already_free = MAX_OBJECTS - Highest_object_index - 1;
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if (MAX_OBJECTS - num_already_free < num_used)
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return 0;
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return;
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for (i=0; i<=Highest_object_index; i++) {
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if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
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num_already_free++;
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if (MAX_OBJECTS - num_already_free < num_used)
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return num_already_free;
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return;
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} else
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switch (Objects[i].type) {
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case OBJ_NONE:
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num_already_free++;
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if (MAX_OBJECTS - num_already_free < num_used)
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return 0;
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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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@ -1201,7 +1200,6 @@ int free_object_slots(int num_used)
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}
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num_to_free = MAX_OBJECTS - num_used - num_already_free;
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original_num_to_free = num_to_free;
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if (num_to_free > olind) {
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num_to_free = olind;
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@ -1214,7 +1212,7 @@ int free_object_slots(int num_used)
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}
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if (!num_to_free)
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return original_num_to_free;
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return;
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for (i=0; i<num_to_free; i++)
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if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
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@ -1223,7 +1221,7 @@ int free_object_slots(int num_used)
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}
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if (!num_to_free)
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return original_num_to_free;
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return;
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for (i=0; i<num_to_free; i++)
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if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
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@ -1232,15 +1230,13 @@ int free_object_slots(int num_used)
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}
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if (!num_to_free)
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return original_num_to_free;
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return;
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for (i=0; i<num_to_free; i++)
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if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
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num_to_free--;
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Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
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}
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return original_num_to_free - num_to_free;
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}
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//-----------------------------------------------------------------------------
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