From 1f80e3be4c18d71d9ee3f0421c3308d16f662c09 Mon Sep 17 00:00:00 2001 From: "Devin J. Pohly" Date: Wed, 26 Dec 2012 20:15:56 -0500 Subject: [PATCH] remove code in ScreenGameplay that doesn't do anything --- src/ScreenGameplay.cpp | 29 ----------------------------- 1 file changed, 29 deletions(-) diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index 6d72784288..a7569bd84a 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -1333,29 +1333,6 @@ void ScreenGameplay::LoadLights() NoteData TapNoteData1; pSteps->GetNoteData( TapNoteData1 ); - if( asDifficulties.size() > 1 ) - { - Difficulty d2 = Difficulty_Invalid; - - // We've also specified for Player 2 to be based off current difficulty - if( asDifficulties[1].CompareNoCase("selected") == 0 && GAMESTATE->GetNumPlayersEnabled() > 1 ) - { - // Base lights off current difficulty of active player - // Only do this for P2 in a two-player situation, since P1 is taken care of above - FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi ) - { - PlayerNumber pn = pi->GetStepsAndTrailIndex(); - - if( pn == PLAYER_2 ) - d2 = GAMESTATE->m_pCurSteps[pn]->GetDifficulty(); - } - } - else - d2 = StringToDifficulty( asDifficulties[1] ); - - /* fall through */ - } - NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GAMEMAN->GetStepsTypeInfo(StepsType_lights_cabinet).iNumTracks ); } @@ -1986,18 +1963,12 @@ void ScreenGameplay::UpdateLights() bool bBlinkGameButton[NUM_GameController][NUM_GameButton]; ZERO( bBlinkCabinetLight ); ZERO( bBlinkGameButton ); - bool bCrossedABeat = false; { const float fSongBeat = GAMESTATE->m_Position.m_fLightSongBeat; const int iSongRow = BeatToNoteRowNotRounded( fSongBeat ); static int iRowLastCrossed = 0; - float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed)); - float fBeatNow = roundf(NoteRowToBeat(iSongRow)); - - bCrossedABeat = fBeatLast != fBeatNow; - FOREACH_CabinetLight( cl ) { // for each index we crossed since the last update: