aaagh. remove dead code. again.
authornemo
Thu, 28 Feb 2013 09:08:25 -0500
changeset 8599 6bd1950de78b
parent 8598 9d21bab30893
child 8600 39a31fecbc3d
child 8601 7668f92734b8
aaagh. remove dead code. again.
hedgewars/GSHandlers.inc
--- a/hedgewars/GSHandlers.inc	Wed Feb 27 21:30:33 2013 -0500
+++ b/hedgewars/GSHandlers.inc	Thu Feb 28 09:08:25 2013 -0500
@@ -5091,70 +5091,6 @@
   end;
 end;
 
-
-function isLandscapeEdge(weight:Longint):boolean;
-begin
-    result := (weight < 8) and (weight >= 2);
-end;
-
-function isLandscape(weight:Longint):boolean;
-begin
-    result := weight < 2;
-end;
-
-function isEmptySpace(weight:Longint):boolean;
-begin
-    result := not isLandscape(weight) and not isLandscapeEdge(weight);
-end;
-
-
-function getPixelWeight(x, y:Longint): Longint;
-var
-    i, j:Longint;
-begin    
-    result := 0;
-    for i := x - 1 to x + 1 do
-        for j := y - 1 to y + 1 do 
-        begin
-        if (i < 0) or 
-           (i > LAND_WIDTH - 1) or 
-           (j < 0) or 
-           (j > LAND_HEIGHT -1) or 
-           ((Land[j, i] and $FF00) = 0) then
-           begin
-           result := result + 1;
-           end;
-        end;
-end;
-
-
-procedure drawIcePixel(x, y:Longint);
-var 
-    iceSurface: PSDL_Surface;
-    icePixels: PLongwordArray;
-    pictureX, pictureY: LongInt;
-    w, c: LongWord;
-begin
-    if Land[y, x] and lfIce <> 0 then exit;
-// So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
-    iceSurface:= SpritesData[sprIceTexture].Surface;
-    pictureX := x mod iceSurface^.w;
-    pictureY := y mod iceSurface^.h;
-    icePixels := iceSurface^.pixels;
-    w:= LandPixels[y, x];
-    w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
-          (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
-          (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
-    if w < 128 then w:= w+128;
-    if w > 255 then w:= 255;
-    w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
-    //LandPixels[y, x]:= w;
-    LandPixels[y, x]:= addBgColor(w, IceColor);
-    LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
-
-    Land[y, x] := Land[y, x] or lfIce;
-end;
-
 procedure DrawIce(x, y: Longint); 
     const iceRadius :Longint = 32;
 var