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common: remove redundant EquipmentElementNames() and GamePhaseNames()
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2 files changed

+1
-11
lines changed

2 files changed

+1
-11
lines changed

pkg/demoinfocs/common/equipment.go

Lines changed: 1 addition & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -117,11 +117,6 @@ var eqNameToWeapon map[string]EquipmentType
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var eqElementToName map[EquipmentType]string
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// EquipmentElementNames returns all human readable equipment names as map[EquipmentType]string
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func EquipmentElementNames() map[EquipmentType]string {
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return eqElementToName
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}
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func init() {
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initEqNameToWeapon()
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initEqElementToName()
@@ -285,7 +280,7 @@ const (
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// This also includes the skin and some additional data.
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type Equipment struct {
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Type EquipmentType // The type of weapon which the equipment instantiates.
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Entity st.Entity // The game entity instance
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Entity st.Entity // The game entity instance
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Owner *Player // The player carrying the equipment, not necessarily the buyer.
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OriginalString string // E.g. 'models/weapons/w_rif_m4a1_s.mdl'. Used internally to differentiate alternative weapons (M4A4 / M4A1-S etc.).
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pkg/demoinfocs/common/gamerules.go

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -55,11 +55,6 @@ var gamePhaseToString = map[GamePhase]string{
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GamePhaseGameOver: "GameOver",
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}
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// GamePhaseNames returns all human readable game phase names as map[GamePhase]string
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func GamePhaseNames() map[GamePhase]string {
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return gamePhaseToString
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}
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func (r GamePhase) String() string {
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return gamePhaseToString[r]
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}

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