diff --git a/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp index d17c0a07..55b5c986 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp @@ -515,7 +515,6 @@ namespace BSP // one for each surface causes physics bugs, as the entire bounding box is considered solid instead of the surface itself (for some reason). // so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower const auto indexOfFirstTri = surface.indexOfFirstIndex / 3; - const auto indexOfFirstVertex = surface.indexOfFirstVertex; for (auto triIdx = 0u; triIdx < surface.triCount; triIdx++) { CollisionPartition partition; diff --git a/src/ObjLoading/Game/T6/BSP/Linker/MapEntsLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/MapEntsLinker.cpp index b98d77ec..081ba825 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/MapEntsLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/MapEntsLinker.cpp @@ -61,8 +61,6 @@ namespace } } } - - std::string loadMapEnts() {} } // namespace namespace BSP