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authorThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-04-09 11:58:11 +0200
committerThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-04-09 11:58:16 +0200
commit6f102137fc36447b7ce29fd065581a1f6f996fc6 (patch)
tree907bccd9cb67f9b7e05baaf73b52637e86984bc8 /src/actorsprite.h
parent20ec47a6504f5ebed9a4986e3d004f3445e3f987 (diff)
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Removed unused duplicate parsing of effects.xml
The loading of effects.xml has ended up being duplicated, with an implementation in getEffectDescription in actorsprite.cpp as well as in EffectManager. But the one in actorsprite.cpp was actually never used.
Diffstat (limited to 'src/actorsprite.h')
-rw-r--r--src/actorsprite.h20
1 files changed, 0 insertions, 20 deletions
diff --git a/src/actorsprite.h b/src/actorsprite.h
index b3e14830..883934aa 100644
--- a/src/actorsprite.h
+++ b/src/actorsprite.h
@@ -114,17 +114,6 @@ public:
void untarget() { mUsedTargetCursor = nullptr; }
/**
- * Triggers a visual effect, such as `level up'. Only draws the visual
- * effect, does not play sound effects.
- *
- * \param effectId ID of the effect to trigger
- */
- virtual void triggerEffect(int effectId)
- {
- internalTriggerEffect(effectId, false, true);
- }
-
- /**
* Sets the actor's stun mode. If zero, the being is `normal', otherwise it
* is `stunned' in some fashion.
*/
@@ -163,15 +152,6 @@ public:
protected:
/**
- * Trigger visual effect, with components
- *
- * \param effectId ID of the effect to trigger
- * \param sfx Whether to trigger sound effects
- * \param gfx Whether to trigger graphical effects
- */
- void internalTriggerEffect(int effectId, bool sfx, bool gfx);
-
- /**
* Notify self that the stun mode has been updated. Invoked by
* setStunMode if something changed.
*/