diff --git a/src/Actor.cpp b/src/Actor.cpp index 99b49f6b06..3191d98d56 100644 --- a/src/Actor.cpp +++ b/src/Actor.cpp @@ -18,8 +18,6 @@ static Preference g_bShowMasks("ShowMasks", false); -PlayerNumber Actor::m_ActivePlayerNumber = PLAYER_1; - /** * @brief Set up a hidden Actor that won't be drawn. * @@ -685,11 +683,6 @@ void Actor::UpdateInternal( float fDeltaTime ) m_fSecsIntoEffect = g_fCurrentBGMBeat; break; - case CLOCK_BGM_BEAT_PLAYER_ACTIVE: - m_fEffectDelta = g_vfCurrentBGMBeatPlayer[m_ActivePlayerNumber] - m_fSecsIntoEffect; - m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber]; - break; - case CLOCK_BGM_BEAT_PLAYER1: m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect; m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1]; @@ -854,7 +847,7 @@ void Actor::SetEffectClockString( const RString &s ) { if (s.EqualsNoCase("timer")) this->SetEffectClock( CLOCK_TIMER ); if (s.EqualsNoCase("timerglobal")) this->SetEffectClock( CLOCK_TIMER_GLOBAL ); - else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT_ACTIVE ); + else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT ); else if(s.EqualsNoCase("music")) this->SetEffectClock( CLOCK_BGM_TIME ); else if(s.EqualsNoCase("bgm")) this->SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated else if(s.EqualsNoCase("musicnooffset"))this->SetEffectClock( CLOCK_BGM_TIME_NO_OFFSET ); diff --git a/src/Actor.h b/src/Actor.h index 8ab898b22e..919d4994f7 100644 --- a/src/Actor.h +++ b/src/Actor.h @@ -113,13 +113,6 @@ public: static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset ); static void SetBGMLight( int iLightNumber, float fCabinetLights ); - /** - * @brief The actively-drawing player number. This is used as a hack - * so that we don't need to tell each actor which player it belongs to. - * This is used to figure out the right player for "beat" effect clock. - */ - static PlayerNumber m_ActivePlayerNumber; - /** * @brief The list of the different effects. * @@ -142,7 +135,6 @@ public: CLOCK_BGM_BEAT_NO_OFFSET, CLOCK_BGM_BEAT_PLAYER1, CLOCK_BGM_BEAT_PLAYER2, - CLOCK_BGM_BEAT_PLAYER_ACTIVE, CLOCK_LIGHT_1 = 1000, CLOCK_LIGHT_LAST = 1100, NUM_CLOCKS diff --git a/src/NoteField.cpp b/src/NoteField.cpp index 586a982cc4..b687c88ce6 100644 --- a/src/NoteField.cpp +++ b/src/NoteField.cpp @@ -19,7 +19,6 @@ #include "BackgroundUtil.h" #include "Course.h" #include "NoteData.h" -#include "Actor.h" static ThemeMetric SHOW_BOARD( "NoteField", "ShowBoard" ); static ThemeMetric SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" ); @@ -766,10 +765,6 @@ bool NoteField::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargets void NoteField::DrawPrimitives() { - - // XXX Hack: Set Actor's active player number so the notes get the flashing that matches the steps. - Actor::m_ActivePlayerNumber = m_pPlayerState->m_PlayerNumber; - //LOG->Trace( "NoteField::DrawPrimitives()" ); // This should be filled in on the first update.