Remove unused return value of free_object_slots

This commit is contained in:
Kp 2013-06-23 20:39:55 +00:00
parent 56b65506ce
commit ef3d72cd7f

View file

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