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-rw-r--r--src/Entities/Entity.cpp15
-rw-r--r--src/Entities/Entity.h3
2 files changed, 0 insertions, 18 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 3674d16c1..34d5bf6e5 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -250,21 +250,6 @@ void cEntity::Destroy()
-void cEntity::DestroyNoScheduling(bool a_ShouldBroadcast)
-{
- SetIsTicking(false);
- if (a_ShouldBroadcast)
- {
- m_World->BroadcastDestroyEntity(*this);
- }
-
- Destroyed();
-}
-
-
-
-
-
void cEntity::TakeDamage(cEntity & a_Attacker)
{
int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 627c1ce71..4322665c3 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -341,9 +341,6 @@ public:
initialize clients with our position. */
Vector3d GetLastSentPosition(void) const { return m_LastSentPosition; }
- /** Destroy the entity without scheduling memory freeing. This should only be used by cChunk or cClientHandle for internal memory management. */
- void DestroyNoScheduling(bool a_ShouldBroadcast);
-
/** Makes this entity take damage specified in the a_TDI.
The TDI is sent through plugins first, then applied.
If it returns false, the entity hasn't receive any damage. */