From 07fe8ca367cf98be1f75f895622917e356c48734 Mon Sep 17 00:00:00 2001 From: gsemaj Date: Wed, 13 Apr 2022 14:18:54 -0400 Subject: [PATCH] (WIP) Remove `BaseNPC::barkerType` to save space --- src/Entities.cpp | 2 +- src/Entities.hpp | 2 -- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/src/Entities.cpp b/src/Entities.cpp index a859af2..ba6d136 100644 --- a/src/Entities.cpp +++ b/src/Entities.cpp @@ -42,7 +42,7 @@ Entity *EntityRef::getEntity() const { sNPCAppearanceData BaseNPC::getAppearanceData() { sNPCAppearanceData data = {}; data.iAngle = angle; - data.iBarkerType = barkerType; + data.iBarkerType = 0; // unused? data.iConditionBitFlag = cbf; data.iHP = hp; data.iNPCType = type; diff --git a/src/Entities.hpp b/src/Entities.hpp index 638b7d8..d1e46e5 100644 --- a/src/Entities.hpp +++ b/src/Entities.hpp @@ -107,7 +107,6 @@ public: int hp; int angle; int cbf; - int barkerType; bool loopingPath = false; BaseNPC(int _A, uint64_t iID, int t, int _id) { @@ -115,7 +114,6 @@ public: hp = 400; angle = _A; cbf = 0; - barkerType = 0; id = _id; instanceID = iID; };