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AGI: Remove unused function declarations
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0877da67b2
commit
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@ -932,14 +932,8 @@ public:
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public:
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void decrypt(uint8 *mem, int len);
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void releaseSprites();
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uint16 processAGIEvents();
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int viewPictures();
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int runGame();
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int getAppDir(char *appDir, unsigned int size);
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int setupV2Game(int ver);
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int setupV3Game(int ver);
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void newRoom(int16 newRoomNr);
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void resetControllers();
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@ -954,7 +948,6 @@ public:
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// Objects
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public:
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int showObjects();
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int loadObjects(const char *fname);
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int loadObjects(Common::File &fp);
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const char *objectName(uint16 objectNr);
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@ -1002,8 +995,6 @@ public:
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// View
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private:
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void lSetLoop(ScreenObjEntry *screenObj, int16 loopNr);
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void updateView(ScreenObjEntry *screenObj);
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public:
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@ -1024,8 +1015,6 @@ private:
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void unpackViewCelDataAGI256(AgiViewCel *celData, byte *compressedData, uint16 compressedSize);
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public:
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void addToPic(int, int, int, int, int, int, int);
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void drawObj(int);
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bool isEgoView(const ScreenObjEntry *screenObj);
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// Motion
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@ -1055,14 +1044,12 @@ public:
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// Keyboard
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int doPollKeyboard();
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void cleanKeyboard();
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bool handleMouseClicks(uint16 &key);
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bool handleController(uint16 key);
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bool showPredictiveDialog();
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uint16 agiGetKeypress();
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int waitKey();
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int waitAnyKey();
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@ -92,7 +92,6 @@ public:
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void translateGameRectToDisplayScreen(int16 &x, int16 &y, int16 &width, int16 &height);
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void translateVisualRectToDisplayScreen(int16 &x, int16 &y, int16 &width, int16 &height);
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void translateDisplayRectToVisualScreen(int16 &x, int16 &y, int16 &width, int16 &height);
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uint32 getDisplayOffsetToGameScreenPos(int16 x, int16 y);
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uint32 getDisplayOffsetToVisualScreenPos(int16 x, int16 y);
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@ -232,8 +232,6 @@ uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
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// Manhunter 2 uses such pictures
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data = compBuffer;
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agid->flags |= RES_PICTURE_V3_NIBBLE_PARM;
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//data = _vm->_picture->convertV3Pic(compBuffer, agid->clen);
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// compBuffer has been freed inside convertV3Pic()
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} else if (agid->len == agid->clen) {
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// do not decompress
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data = compBuffer;
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@ -75,7 +75,6 @@ public:
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private:
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void draw_xCorner(bool skipOtherCoords = false);
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void yCorner(bool skipOtherCoords = false);
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int plotPatternPoint(int x, int y, int bitpos);
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void plotBrush();
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byte getNextByte();
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@ -112,7 +111,6 @@ public:
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void showPic(); // <-- for regular AGI games
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void showPic(int16 x, int16 y, int16 pic_width, int16 pic_height); // <-- for preAGI games
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void showPicWithTransition();
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uint8 *convertV3Pic(uint8 *src, uint32 len);
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void plotPattern(int x, int y); // public because it's used directly by preagi
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@ -137,7 +137,6 @@ public:
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void setVolume(uint8 volume);
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void unloadSound(int);
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void playSound();
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void startSound(int, int);
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void stopSound();
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@ -94,8 +94,6 @@ public:
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SpritesMgr(AgiEngine *agi, GfxMgr *gfx);
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~SpritesMgr();
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int initSprites();
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void deinitSprites();
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void addToPic(int16 viewNr, int16 loopNr, int16 celNr, int16 xPos, int16 yPos, int16 priority, int16 border);
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void addToPicDrawPriorityBox(ScreenObjEntry *screenObj, int16 border);
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};
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