remove code in ScreenGameplay that doesn't do anything

This commit is contained in:
Devin J. Pohly
2012-12-26 20:15:56 -05:00
parent d45afb73d8
commit 1f80e3be4c
-29
View File
@@ -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: