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@@ -349,8 +349,6 @@ public:
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void AddWidgetTimer(Spawn* widget, float time);
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void AddWidgetTimer(Spawn* widget, float time);
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bool HasWidgetTimer(Spawn* widget);
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bool HasWidgetTimer(Spawn* widget);
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- void AddHeadingTimer(Spawn* spawn);
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-
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void Despawn(Spawn* spawn, int32 timer);
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void Despawn(Spawn* spawn, int32 timer);
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void RepopSpawns(Client* client, Spawn* spawn);
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void RepopSpawns(Client* client, Spawn* spawn);
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@@ -730,8 +728,6 @@ private:
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void DeleteSpawnScriptTimers(Spawn* spawn, bool all = false); // never used outside zone server
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void DeleteSpawnScriptTimers(Spawn* spawn, bool all = false); // never used outside zone server
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void DeleteSpawnScriptTimers(); // never used outside zone server
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void DeleteSpawnScriptTimers(); // never used outside zone server
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void CheckSpawnScriptTimers(); // never used outside zone server
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void CheckSpawnScriptTimers(); // never used outside zone server
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- void CheckHeadingTimers(); // never used outside zone server
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- void RemoveHeadingTimer(Spawn* spawn); // never used outside zone server
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void PrepareSpawnID(Player* player, Spawn* spawn); // never used outside zone server
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void PrepareSpawnID(Player* player, Spawn* spawn); // never used outside zone server
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void RemoveMovementNPC(Spawn* spawn); // never used outside zone server
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void RemoveMovementNPC(Spawn* spawn); // never used outside zone server
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bool CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client = 0); // never used outside zone server
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bool CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client = 0); // never used outside zone server
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@@ -780,7 +776,6 @@ private:
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/* Mutex Maps */
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/* Mutex Maps */
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MutexMap<Spawn*, Client*> client_spawn_map; // ok
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MutexMap<Spawn*, Client*> client_spawn_map; // ok
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MutexMap<Client*, int32> drowning_victims;
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MutexMap<Client*, int32> drowning_victims;
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- MutexMap<Spawn*, int32> heading_timers;
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MutexMap<int32, int32> movement_spawns; // 1st int32 = spawn id
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MutexMap<int32, int32> movement_spawns; // 1st int32 = spawn id
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MutexMap<int32, PlayerProximity*> player_proximities; // 1st int32 = spawn id
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MutexMap<int32, PlayerProximity*> player_proximities; // 1st int32 = spawn id
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MutexMap<int32, Player*> players_tracking;
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MutexMap<int32, Player*> players_tracking;
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