Remove some dead playstation code

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@504 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2006-07-24 17:52:24 +00:00
parent 9a4a6598cf
commit f52bebc31f
2 changed files with 1 additions and 48 deletions

View File

@ -444,18 +444,13 @@ void iV_IMDRelease(iIMDShape *s)
return;
}
if (s->flags & iV_IMD_XEFFECT) {
iV_HeapFree(s,sizeof(iIMDShapeEffect)); // free the special effect
return;
}
if (s->points) {
iV_HeapFree(s->points,s->npoints * sizeof(iVector));
}
if (s->connectors) {
iV_HeapFree(s->connectors,s->nconnectors * sizeof(iVector));
}
if (s->BSPNode) {
if (s->BSPNode) {
FREE(s->BSPNode); // I used MALLOC() so i'm going to use FREE()
}
if (s->polys) {

View File

@ -112,9 +112,6 @@ typedef uint16 BSPPOLYID; // lets hope this can work as a byte ... that will l
typedef int VERTEXID; // Size of the entry for vertex id in the imd polygon structure (32bits on pc 16bits on PSX)
typedef struct {
uint32 flags;
int32 zcentre;
@ -128,40 +125,6 @@ typedef struct {
#endif
} iIMDPoly;
// PlayStation special effect structure ... loaded as a PIE (type 9) and cast to iIMDShape
typedef struct iIMDShapeEffect
{
uint32 flags; // This 'flags' can be used to check if the file is a 3d PIE file or a special effect
// the bit that is set is iV_IMD_XEFFECT (see imd.h)
void *ImageFile; // ( cast this to (IMAGEFILE*) when using it). - // When loaded as a binary this contains the hashed value of the text starting frame
UWORD firstframe; // When loaded as binary this contains the file number of the data file to be loaded (see iV_ProcessBPIE)
UWORD numframes;
UWORD xsize;
UWORD ysize;
} iIMDShapeEffect;
#define TRACER_SINGLE 0 // iIMDShapeProjectile types.
#define TRACER_DOUBLE 1
// PlayStation special effect structure ... loaded as a PIE (type 10) and cast to iIMDShape
typedef struct iIMDShapeProjectile
{
uint32 flags; // This 'flags' can be used to check if the file is a 3d PIE file or a special effect
// the bit that is set is iV_IMD_XEFFECT_PROJECTILE (see imd.h)
uint8 Type;
uint8 Radius;
uint8 Seperation;
uint8 Pad0;
uint8 LRed,LGreen,LBlue,Pad1;
uint8 TRed,TGreen,TBlue,Pad2;
} iIMDShapeProjectile;
// PC version
typedef struct iIMDShape {
uint32 flags;
int32 texpage;
@ -189,11 +152,6 @@ typedef struct iIMDShape {
} iIMDShape;
//*************************************************************************
//
// immitmap image structures