unused return value
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@@ -1290,7 +1290,7 @@ void ScreenGameplay::LoadLights()
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NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
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}
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float ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic )
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void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic )
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{
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ASSERT( fMinTimeToNotes >= 0 );
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ASSERT( fMinTimeToMusic >= 0 );
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@@ -1318,9 +1318,6 @@ float ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToM
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UpdateSongPosition(0);
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ASSERT( GAMESTATE->m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
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/* Return the amount of time until the first beat. */
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return fFirstSecond - fStartSecond;
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}
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@@ -1450,7 +1447,7 @@ void ScreenGameplay::BeginScreen()
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* a bit of space at the beginning of the music with no steps.
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*/
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/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
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StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
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}
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}
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@@ -151,7 +151,7 @@ protected:
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void ReloadCurrentSong();
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virtual void LoadNextSong();
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void LoadCourseSongNumber( int iSongNumber );
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float StartPlayingSong( float MinTimeToNotes, float fMinTimeToMusic );
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void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
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void LoadLights();
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void PauseGame( bool bPause, GameController gc = GameController_Invalid );
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void PlayAnnouncer( RString type, float fSeconds );
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