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authorBen Longbons <b.r.longbons@gmail.com>2012-12-20 21:14:24 -0800
committerBen Longbons <b.r.longbons@gmail.com>2012-12-24 10:02:20 -0800
commitace159199161f555d6e13d05ccc374166ff375b6 (patch)
treed4cafca9f2733f99cc81d9f63b9f1f9172152023 /src/map/skill.hpp
parent2b092c150e1226decc48160316070fc44d5fbba0 (diff)
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Purge some unused functions
Diffstat (limited to 'src/map/skill.hpp')
-rw-r--r--src/map/skill.hpp36
1 files changed, 0 insertions, 36 deletions
diff --git a/src/map/skill.hpp b/src/map/skill.hpp
index 3e45c8b..8b23d64 100644
--- a/src/map/skill.hpp
+++ b/src/map/skill.hpp
@@ -65,10 +65,7 @@ int skill_get_nk(SkillID id);
int skill_get_max(SkillID id);
int skill_get_max_raise(SkillID id);
int skill_get_range(SkillID id, int lv);
-int skill_get_hp(SkillID id, int lv);
-int skill_get_mhp(SkillID id, int lv);
int skill_get_sp(SkillID id, int lv);
-int skill_get_zeny(SkillID id, int lv);
int skill_get_num(SkillID id, int lv);
int skill_get_cast(SkillID id, int lv);
int skill_get_delay(SkillID id, int lv);
@@ -76,7 +73,6 @@ int skill_get_time(SkillID id, int lv);
int skill_get_time2(SkillID id, int lv);
int skill_get_castdef(SkillID id);
int skill_get_weapontype(SkillID id);
-int skill_get_unit_id(SkillID id, int flag);
int skill_get_inf2(SkillID id);
int skill_get_maxcount(SkillID id);
int skill_get_blewcount(SkillID id, int lv);
@@ -91,26 +87,13 @@ int skill_castend_map(struct map_session_data *sd, SkillID skill_num,
const char *map);
int skill_cleartimerskill(struct block_list *src);
-int skill_addtimerskill(struct block_list *src, unsigned int tick,
- int target, int x, int y, SkillID skill_id,
- int skill_lv, int type, int flag);
// 追加効果
int skill_additional_effect(struct block_list *src, struct block_list *bl,
SkillID skillid, int skilllv, int attack_type,
unsigned int tick);
-// ユニットスキル
-struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx,
- int x, int y);
int skill_delunit(struct skill_unit *unit);
-struct skill_unit_group *skill_initunitgroup(struct block_list *src,
- int count, SkillID skillid,
- int skilllv, int unit_id);
-int skill_delunitgroup(struct skill_unit_group *group);
-struct skill_unit_group_tickset *skill_unitgrouptickset_search(
- struct block_list *bl, int group_id);
-int skill_unitgrouptickset_delete(struct block_list *bl, int group_id);
int skill_clear_unitgroup(struct block_list *src);
int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl,
@@ -120,34 +103,25 @@ int skill_castfix(struct block_list *bl, int time);
int skill_delayfix(struct block_list *bl, int time);
int skill_check_unit_range(int m, int x, int y, int range, SkillID skillid);
int skill_check_unit_range2(int m, int x, int y, int range);
-// -- moonsoul (added skill_check_unit_cell)
-int skill_check_unit_cell(SkillID skillid, int m, int x, int y, int unit_id);
int skill_unit_out_all(struct block_list *bl, unsigned int tick, int range);
int skill_unit_move(struct block_list *bl, unsigned int tick, int range);
int skill_unit_move_unit_group(struct skill_unit_group *group, int m,
int dx, int dy);
-struct skill_unit_group *skill_check_dancing(struct block_list *src);
void skill_stop_dancing(struct block_list *src, int flag);
// 詠唱キャンセル
int skill_castcancel(struct block_list *bl, int type);
int skill_gangsterparadise(struct map_session_data *sd, int type);
-void skill_brandishspear_first(struct square *tc, int dir, int x, int y);
-void skill_brandishspear_dir(struct square *tc, int dir, int are);
-int skill_autospell(struct map_session_data *md, SkillID skillid);
void skill_devotion(struct map_session_data *md, int target);
void skill_devotion2(struct block_list *bl, int crusader);
int skill_devotion3(struct block_list *bl, int target);
-void skill_devotion_end(struct map_session_data *md,
- struct map_session_data *sd, int target);
#define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8))
// その他
int skill_check_cloaking(struct block_list *bl);
-int skill_is_danceskill(SkillID id);
// ステータス異常
int skill_status_effect(struct block_list *bl, StatusChange type,
@@ -155,7 +129,6 @@ int skill_status_effect(struct block_list *bl, StatusChange type,
int tick, int flag, int spell_invocation);
int skill_status_change_start(struct block_list *bl, StatusChange type,
int val1, int val2, int val3, int val4, int tick, int flag);
-void skill_status_change_timer(timer_id, tick_t, custom_id_t, custom_data_t);
int skill_status_change_active(struct block_list *bl, StatusChange type); // [fate]
int skill_encchant_eremental_end(struct block_list *bl, StatusChange type);
int skill_status_change_end(struct block_list *bl, StatusChange type, int tid);
@@ -171,11 +144,6 @@ int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
int skill_castend_pos2(struct block_list *src, int x, int y, SkillID skillid,
int skilllv, unsigned int tick, int flag);
-// スキル攻撃一括処理
-int skill_attack(int attack_type, struct block_list *src,
- struct block_list *dsrc, struct block_list *bl,
- SkillID skillid, int skilllv, unsigned int tick, int flag);
-
int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed
void skill_reload(void);
@@ -196,7 +164,6 @@ extern int skill_pool_skills_size; // Number of entries in skill_pool_skills
int skill_pool(struct map_session_data *sd, SkillID *skills);
int skill_pool_size(struct map_session_data *sd);
int skill_pool_max(struct map_session_data *sd); // Max. number of pool skills
-void skill_pool_empty(struct map_session_data *sd); // Deactivate all pool skills
// Skill into skill pool. Return is zero iff okay.
int skill_pool_activate(struct map_session_data *sd, SkillID skill);
// Skill into skill pool. Return is zero when activated.
@@ -209,9 +176,6 @@ const char *skill_name(SkillID skill)
{
return skill_lookup_by_id(skill).desc;
}
-// Yields the stat associated with a skill.
-// Returns zero if none, or SP_STR, SP_VIT, ... otherwise
-int skill_stat(SkillID skill);
// Yields the power of a skill.
// This is zero if the skill is unknown
// or if it's a pool skill that is outside of the skill pool,