small cleanup

This commit is contained in:
AJ Kelly
2011-08-24 12:54:30 -05:00
parent 0149d8556b
commit 4eb2fe5730
-3
View File
@@ -35,7 +35,6 @@ static ThemeMetric<float> FADE_FAIL_TIME( "NoteField", "FadeFailTime" );
static RString RoutineNoteSkinName( size_t i ) { return ssprintf("RoutineNoteSkinP%i",int(i+1)); } static RString RoutineNoteSkinName( size_t i ) { return ssprintf("RoutineNoteSkinP%i",int(i+1)); }
static ThemeMetric1D<RString> ROUTINE_NOTESKIN( "NoteField", RoutineNoteSkinName, NUM_PLAYERS ); static ThemeMetric1D<RString> ROUTINE_NOTESKIN( "NoteField", RoutineNoteSkinName, NUM_PLAYERS );
inline const TimingData *GetRealTiming(const PlayerState *pPlayerState) inline const TimingData *GetRealTiming(const PlayerState *pPlayerState)
{ {
if( GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber] != NULL ) if( GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber] != NULL )
@@ -969,7 +968,6 @@ void NoteField::DrawPrimitives()
} }
} }
// Time Signature text // Time Signature text
for (i = 0; i < segs[SEGMENT_TIME_SIG].size(); i++) for (i = 0; i < segs[SEGMENT_TIME_SIG].size(); i++)
{ {
@@ -1184,7 +1182,6 @@ void NoteField::DrawPrimitives()
} }
} }
// Optimization is very important here because there are so many arrows to draw. // Optimization is very important here because there are so many arrows to draw.
// Draw the arrows in order of column. This minimizes texture switches and // Draw the arrows in order of column. This minimizes texture switches and
// lets us draw in big batches. // lets us draw in big batches.