diff --git a/src/game/script/C4Effect.cpp b/src/game/script/C4Effect.cpp index 3bf3e227e..f4a26ca24 100644 --- a/src/game/script/C4Effect.cpp +++ b/src/game/script/C4Effect.cpp @@ -238,24 +238,6 @@ C4Effect *C4Effect::Get(const char *szName, int32_t iIndex, int32_t iMaxPriority return NULL; } -C4Effect *C4Effect::Get(int32_t iNumber, bool fIncludeDead, int32_t iMaxPriority) -{ - // check all effects - C4Effect *pEff = this; - do - if (pEff->iNumber == iNumber) - { - if (!pEff->IsDead() || fIncludeDead) - if (!iMaxPriority || pEff->iPriority <= iMaxPriority) - return pEff; - // effect found but denied - return NULL; - } - while ((pEff=pEff->pNext)); - // nothing found - return NULL; -} - int32_t C4Effect::GetCount(const char *szMask, int32_t iMaxPriority) { // count all matching effects diff --git a/src/game/script/C4Effects.h b/src/game/script/C4Effects.h index 8268b7146..acb5ad496 100644 --- a/src/game/script/C4Effects.h +++ b/src/game/script/C4Effects.h @@ -109,7 +109,6 @@ public: bool IsInactiveAndNotDead() { return iPriority<0; } // as the name says C4Effect *Get(const char *szName, int32_t iIndex=0, int32_t iMaxPriority=0); // get effect by name - C4Effect *Get(int32_t iNumber, bool fIncludeDead, int32_t iMaxPriority=0); // get effect by number int32_t GetCount(const char *szMask, int32_t iMaxPriority=0); // count effects that match the mask C4Effect *Check(C4Object *pForObj, const char *szCheckEffect, int32_t iPrio, int32_t iTimer, const C4Value &rVal1, const C4Value &rVal2, const C4Value &rVal3, const C4Value &rVal4); // do some effect callbacks C4AulScript *GetCallbackScript(); // get script context for effect callbacks