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remove unused functions in debris
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@@ -31,7 +31,6 @@
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#include "weapon/weapon.h"
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#include "tracing/Monitor.h"
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#define MAX_LIFE 10.0f
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#define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant
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#define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created
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#define MAX_HULL_PIECES MAX_DEBRIS_PIECES // limit the number of hull debris chunks that can exist.
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@@ -52,10 +51,6 @@ int Debris_num_submodels = 0;
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#define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds.
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#define DEBRIS_INDEX(dp) (int)(dp-Debris)
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#define MAX_SPEED_SMALL_DEBRIS 200 // maximum velocity of small debris piece
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#define MAX_SPEED_BIG_DEBRIS 150 // maximum velocity of big debris piece
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#define MAX_SPEED_CAPITAL_DEBRIS 100 // maximum velocity of capital debris piece
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/**
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* Start the sequence of a piece of debris writhing in unholy agony!!!
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*/
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@@ -496,7 +491,6 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
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db->flags |= DEBRIS_USED;
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db->is_hull = hull_flag;
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db->source_objnum = parent_objnum;
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db->source_sig = source_obj->signature;
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db->damage_type_idx = shipp->debris_damage_type_idx;
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db->ship_info_index = shipp->ship_info_index;
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db->team = shipp->team;
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@@ -24,7 +24,6 @@ typedef struct debris {
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debris *next, *prev; // used for a linked list of the hull debris chunks
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int flags; // See DEBRIS_??? defines
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int source_objnum; // What object this came from
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int source_sig; // Signature of the source object
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int damage_type_idx; // Damage type of this debris
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int ship_info_index; // Ship info index of the ship type debris came from
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int team; // Team of the ship where the debris came from
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