Remove reset_empty_sprites

Leave in sprite_clear_all_unused as the safer version
This commit is contained in:
Michał Janiszewski 2017-07-06 22:20:07 +02:00
parent bed085d329
commit 029aea0fc2
3 changed files with 1 additions and 20 deletions

View File

@ -184,9 +184,7 @@ void S6Exporter::Export()
// Might as well reset them in here to zero out the space and improve
// compression ratios. Especially useful for multiplayer servers that
// use zlib on the sent stream.
{
reset_empty_sprites();
}
sprite_clear_all_unused();
for (sint32 i = 0; i < MAX_SPRITES; i++)
{
memcpy(&_s6.sprites[i], get_sprite(i), sizeof(rct_sprite));

View File

@ -296,22 +296,6 @@ void sprite_clear_all_unused()
}
}
// Resets all sprites in SPRITE_LIST_NULL list
void reset_empty_sprites()
{
uint16 spriteIndex;
spriteIndex = gSpriteListHead[SPRITE_LIST_NULL];
while (spriteIndex != SPRITE_INDEX_NULL)
{
rct_unk_sprite *sprite = &(get_sprite(spriteIndex))->unknown;
spriteIndex = sprite->next;
if (sprite->sprite_identifier == SPRITE_IDENTIFIER_NULL)
{
sprite_reset(sprite);
}
}
}
/*
* rct2: 0x0069EC6B
* bl: if bl & 2 > 0, the sprite ends up in the MISC linked list.

View File

@ -419,7 +419,6 @@ extern uint16 *gSpriteListCount;
extern uint16 gSpriteSpatialIndex[0x10001];
rct_sprite *create_sprite(uint8 bl);
void reset_empty_sprites();
void reset_sprite_list();
void reset_sprite_spatial_index();
void sprite_clear_all_unused();