cleanup of whitespace again

This commit is contained in:
AJ Kelly
2011-02-25 04:19:44 -06:00
parent 4eb8117ee7
commit 38007eac91
+2 -5
View File
@@ -18,7 +18,7 @@
* TODO: * TODO:
* - Metrics/Lua for lighting and camera sweeping. * - Metrics/Lua for lighting and camera sweeping.
* - Ability to load secondary elements i.e. stages. * - Ability to load secondary elements i.e. stages.
* - Remove support for 2D characters? There's no need for them (Lua can do it). * - Remove support for 2D characters (Lua can do it).
* - Cleanup! * - Cleanup!
* *
* -- Colby * -- Colby
@@ -43,7 +43,6 @@ const float MODEL_X_ONE_PLAYER = 0;
const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 }; const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 }; const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
DancingCharacters::DancingCharacters() DancingCharacters::DancingCharacters()
{ {
m_bDrawDangerLight = false; m_bDrawDangerLight = false;
@@ -177,7 +176,7 @@ void DancingCharacters::Update( float fDelta )
{ {
if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay ) if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay )
{ {
// spin the camera Matrix style // spin the camera Matrix-style
m_CameraPanYStart += fDelta*40; m_CameraPanYStart += fDelta*40;
m_CameraPanYEnd += fDelta*40; m_CameraPanYEnd += fDelta*40;
} }
@@ -209,7 +208,6 @@ void DancingCharacters::Update( float fDelta )
} }
bWasGameplayStarting = bGameplayStarting; bWasGameplayStarting = bGameplayStarting;
static float fLastBeat = GAMESTATE->m_fSongBeat; static float fLastBeat = GAMESTATE->m_fSongBeat;
float fThisBeat = GAMESTATE->m_fSongBeat; float fThisBeat = GAMESTATE->m_fSongBeat;
if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat && if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
@@ -220,7 +218,6 @@ void DancingCharacters::Update( float fDelta )
} }
fLastBeat = fThisBeat; fLastBeat = fThisBeat;
// time for a new sweep? // time for a new sweep?
if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat ) if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat )
{ {