Remove _obj_fix_combat_cid_for_dude

The same cid-to-object conversion performed by `combatLoad`.
This commit is contained in:
Alexander Batalov 2022-12-13 23:06:52 +03:00
parent 0fe6d88a3a
commit 1c0385ad11
1 changed files with 0 additions and 26 deletions

View File

@ -29,7 +29,6 @@
namespace fallout { namespace fallout {
static int objectLoadAllInternal(File* stream); static int objectLoadAllInternal(File* stream);
static void _obj_fix_combat_cid_for_dude();
static void _object_fix_weapon_ammo(Object* obj); static void _object_fix_weapon_ammo(Object* obj);
static int objectWrite(Object* obj, File* stream); static int objectWrite(Object* obj, File* stream);
static int _obj_offset_table_init(); static int _obj_offset_table_init();
@ -588,29 +587,6 @@ static int objectLoadAllInternal(File* stream)
return 0; return 0;
} }
// 0x48909C
static void _obj_fix_combat_cid_for_dude()
{
Object** critterList;
int critterListLength = objectListCreate(-1, gElevation, OBJ_TYPE_CRITTER, &critterList);
if (gDude->data.critter.combat.whoHitMeCid == -1) {
gDude->data.critter.combat.whoHitMe = NULL;
} else {
int index = _find_cid(0, gDude->data.critter.combat.whoHitMeCid, critterList, critterListLength);
if (index != critterListLength) {
gDude->data.critter.combat.whoHitMe = critterList[index];
} else {
gDude->data.critter.combat.whoHitMe = NULL;
}
}
if (critterListLength != 0) {
// NOTE: Uninline.
objectListFree(critterList);
}
}
// Fixes ammo pid and number of charges. // Fixes ammo pid and number of charges.
// //
// 0x48911C // 0x48911C
@ -3732,8 +3708,6 @@ int _obj_load_dude(File* stream)
inventoryItem->item->owner = gDude; inventoryItem->item->owner = gDude;
} }
_obj_fix_combat_cid_for_dude();
// Dude has claimed ownership of items in temporary instance's inventory. // Dude has claimed ownership of items in temporary instance's inventory.
// We don't need object's dealloc routine to remove these items from the // We don't need object's dealloc routine to remove these items from the
// game, so simply nullify temporary inventory as if nothing was there. // game, so simply nullify temporary inventory as if nothing was there.