remove unused variables
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@@ -29,7 +29,6 @@ void GhostArrowRow::Load( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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m_iNumCols = pStyleDef->m_iColsPerPlayer;
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@@ -29,7 +29,6 @@ void GrayArrowRow::Load( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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m_iNumCols = pStyleDef->m_iColsPerPlayer;
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@@ -482,7 +482,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
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///////////////////////////////////
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arrayWheelItemDatas.SetSize( 0, 300 ); // clear out the previous wheel items and set large capacity jumps
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bool bUseSections;
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bool bUseSections = false;
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switch( so )
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{
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case SORT_MOST_PLAYED: bUseSections = false; break;
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@@ -500,7 +500,6 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
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// make WheelItemDatas with sections
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CString sLastSection = "";
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D3DXCOLOR colorSection;
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int iCurWheelItem = 0;
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for( int i=0; i< arraySongs.GetSize(); i++ )
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{
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Song* pSong = arraySongs[i];
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@@ -696,10 +695,6 @@ void MusicWheel::RebuildWheelItemDisplays()
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void MusicWheel::NotesChanged( PlayerNumber pn ) // update grade graphics and top score
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{
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DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[pn];
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Song* pSong = GAMESTATE->m_pCurSong;
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Notes* m_pNotes = GAMESTATE->m_pCurNotes[ pn ];
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for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
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{
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WheelItemDisplay& display = m_WheelItemDisplays[i];
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@@ -55,8 +55,6 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBeh
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for( int i=0; i<MAX_HOLD_NOTES; i++ )
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m_bIsHoldingHoldNote[i] = false;
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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this->CopyAll( pNoteData );
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// init note displays
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@@ -27,8 +27,8 @@ Screen::~Screen()
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void Screen::AddChild( Actor* pActor )
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{
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// add only if the actor is on screen
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float fX = pActor->GetX();
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float fY = pActor->GetY();
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// float fX = pActor->GetX();
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// float fY = pActor->GetY();
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// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM )
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ActorFrame::AddChild( pActor );
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}
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@@ -288,9 +288,6 @@ ScreenGameplay::ScreenGameplay()
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this->AddChild( &m_textSongOptions );
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// Get the current StyleDef definition (used below)
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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@@ -209,9 +209,6 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, const InputEventType
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if( m_bMadeChoice )
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return;
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PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
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if( CodeDetector::DetectAndAdjustOptions(GameI.controller) )
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{
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m_soundOptionsChange.Play();
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@@ -686,8 +686,6 @@ void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn )
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// m_BPMDisplay.BeginTweening( 0.2f );
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// m_BPMDisplay.SetTweenZoomY( 1.2f );
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DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[pn];
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Song* pSong = GAMESTATE->m_pCurSong;
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Notes* m_pNotes = GAMESTATE->m_pCurNotes[pn];
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if( m_pNotes )
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@@ -56,7 +56,6 @@ ScreenSelectStyle::ScreenSelectStyle()
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for( int i=0; i<m_aPossibleStyles.GetSize(); i++ )
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{
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Style style = m_aPossibleStyles[i];
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m_sprIcon[i].Load( THEME->GetPathTo("Graphics",ssprintf("select style icons game %d",GAMESTATE->m_CurGame) ) );
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m_sprIcon[i].StopAnimating();
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m_sprIcon[i].SetState( i );
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