remove VC6 scoping hacks

This commit is contained in:
Chris Danford
2004-09-21 07:53:39 +00:00
parent f97eaed01d
commit 03fbb915f3
55 changed files with 162 additions and 266 deletions
+14 -18
View File
@@ -41,14 +41,13 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
#define APP( opt ) \
fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt );
int i;
for( i=0; i<NUM_ACCELS; i++ )
for( int i=0; i<NUM_ACCELS; i++ )
APP( fAccels[i] );
for( i=0; i<NUM_EFFECTS; i++ )
for( int i=0; i<NUM_EFFECTS; i++ )
APP( fEffects[i] );
for( i=0; i<NUM_APPEARANCES; i++ )
for( int i=0; i<NUM_APPEARANCES; i++ )
APP( fAppearances[i] );
for( i=0; i<NUM_SCROLLS; i++ )
for( int i=0; i<NUM_SCROLLS; i++ )
APP( fScrolls[i] );
APP( fTimeSpacing );
APP( fScrollSpeed );
@@ -316,8 +315,7 @@ void PlayerOptions::FromString( CString sOptions )
void NextFloat( float fValues[], int size )
{
int index = -1;
int i;
for( i=0; i<size; i++ )
for( int i=0; i<size; i++ )
{
if( fValues[i] == 1 )
{
@@ -326,7 +324,7 @@ void NextFloat( float fValues[], int size )
}
}
for( i=0; i<size; i++ )
for( int i=0; i<size; i++ )
fValues[i] = 0;
if( index == size-1 ) // if true, then the last float in the list was selected
@@ -338,8 +336,7 @@ void NextFloat( float fValues[], int size )
void NextBool( bool bValues[], int size )
{
int index = -1;
int i;
for( i=0; i<size; i++ )
for( int i=0; i<size; i++ )
{
if( bValues[i] )
{
@@ -348,7 +345,7 @@ void NextBool( bool bValues[], int size )
}
}
for( i=0; i<size; i++ )
for( int i=0; i<size; i++ )
bValues[i] = false;
if( index == size-1 ) // if true, then the last float in the list was selected
@@ -520,18 +517,17 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
COMPARE(m_fSkew);
COMPARE(m_sPositioning);
COMPARE(m_sNoteSkin);
int i;
for( i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]);
for( i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
COMPARE(m_fEffects[i]);
for( i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
COMPARE(m_fAppearances[i]);
for( i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
COMPARE(m_fScrolls[i]);
for( i = 0; i < PlayerOptions::NUM_TURNS; ++i )
for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
COMPARE(m_bTurns[i]);
for( i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
COMPARE(m_bTransforms[i]);
#undef COMPARE
return true;