star/bstar: dead code?

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

star/bstar: dead code?

Post by Gez »

From wi_stuff.cpp:

Code: Select all

// NET GAME STUFF
#define NG_STATSY				50
#define NG_STATSX				(32 + star->GetScaledWidth()/2 + 32*!dofrags)
#define NG_SPACINGX 			64

...
static TArray<FTexture *> yah; 		// You Are Here graphic
static FTexture* 		splat;		// splat
static FTexture* 		sp_secret;	// "secret"
static FTexture* 		kills;		// "Kills", "Scrt", "Items", "Frags"
static FTexture* 		secret;
static FTexture* 		items;
static FTexture* 		frags;
static FTexture* 		timepic;	// Time sucks.
static FTexture* 		par;
static FTexture* 		sucks;
static FTexture* 		killers;	// "killers", "victims"
static FTexture* 		victims;
static FTexture* 		total;		// "Total", your face, your dead face
static FTexture* 		star;
static FTexture* 		bstar;
static FTexture* 		p;			// Player graphic
static FTexture*		lnames[2];	// Name graphics of each level (centered)
 
...

void WI_loadData(void)
{
	entering.Init(gameinfo.mStatscreenEnteringFont);
	finished.Init(gameinfo.mStatscreenFinishedFont);
	mapname.Init(gameinfo.mStatscreenMapNameFont);

	if (gameinfo.gametype & GAME_DoomChex)
	{
		kills = TexMan["WIOSTK"];		// "kills"
		secret = TexMan["WIOSTS"];		// "scrt"
		sp_secret = TexMan["WISCRT2"];	// "secret"
		items = TexMan["WIOSTI"];		// "items"
		frags = TexMan["WIFRGS"];		// "frgs"
		timepic = TexMan["WITIME"];		// "time"
		sucks = TexMan["WISUCKS"];		// "sucks"
		par = TexMan["WIPAR"];			// "par"
		killers = TexMan["WIKILRS"];	// "killers" (vertical]
		victims = TexMan["WIVCTMS"];	// "victims" (horiz]
		total = TexMan["WIMSTT"];		// "total"
		star = TexMan["STFST01"];		// your face
		bstar = TexMan["STFDEAD0"];		// dead face
 		p = TexMan["STPBANY"];
	}
	else if (gameinfo.gametype & GAME_Raven)
	{
		if (gameinfo.gametype == GAME_Heretic)
		{
			star = TexMan["FACEA0"];
			bstar = TexMan["FACEB0"];
		}
		else
		{
			star = BigFont->GetChar('*', NULL);
			bstar = star;
		}
	}
	else // Strife needs some handling, too!
	{
		star = BigFont->GetChar('*', NULL);
		bstar = star;
	}

	// Use the local level structure which can be overridden by hubs
	lnametexts[0] = level.LevelName;		

	level_info_t *li = FindLevelInfo(wbs->next);
	if (li) lnametexts[1] = li->LookupLevelName();
	else lnametexts[1] = "";

	WI_LoadBackground(false);
}
Those are the only places which define or refer to star and bstar. They aren't used anywhere else. NG_STATSY is used, but not NG_STATSX (nor NG_SPACINGX). If re-enabling the star/bstar graphics somewhere in the interface isn't planned, maybe this dead code could be removed?
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: star/bstar: dead code?

Post by NeuralStunner »

What exactly was this for originally? I can't really make it out from the code.
Gez wrote:

Code: Select all

// "Total", your face, your dead face
This sounds like a Xaser-worthy insult. :P
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: star/bstar: dead code?

Post by Gez »

Multiplayer intermission/scoreboard. ZDoom just uses solid blocks of color rather than a graphic to identify each player.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Re: star/bstar: dead code?

Post by randi »

Removed from compilation in r4171.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: star/bstar: dead code?

Post by Xaser »

Dead-face code is dead.
Post Reply

Return to “Closed Bugs [GZDoom]”