remove unused variables

This commit is contained in:
Glenn Maynard
2002-09-07 10:15:27 +00:00
parent d252e31244
commit 6862fedc38
9 changed files with 3 additions and 21 deletions
-1
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@@ -29,7 +29,6 @@ void GhostArrowRow::Load( PlayerNumber pn )
{
m_PlayerNumber = pn;
GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
m_iNumCols = pStyleDef->m_iColsPerPlayer;
-1
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@@ -29,7 +29,6 @@ void GrayArrowRow::Load( PlayerNumber pn )
{
m_PlayerNumber = pn;
GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
m_iNumCols = pStyleDef->m_iColsPerPlayer;
+1 -6
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@@ -482,7 +482,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
///////////////////////////////////
arrayWheelItemDatas.SetSize( 0, 300 ); // clear out the previous wheel items and set large capacity jumps
bool bUseSections;
bool bUseSections = false;
switch( so )
{
case SORT_MOST_PLAYED: bUseSections = false; break;
@@ -500,7 +500,6 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
// make WheelItemDatas with sections
CString sLastSection = "";
D3DXCOLOR colorSection;
int iCurWheelItem = 0;
for( int i=0; i< arraySongs.GetSize(); i++ )
{
Song* pSong = arraySongs[i];
@@ -696,10 +695,6 @@ void MusicWheel::RebuildWheelItemDisplays()
void MusicWheel::NotesChanged( PlayerNumber pn ) // update grade graphics and top score
{
DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[pn];
Song* pSong = GAMESTATE->m_pCurSong;
Notes* m_pNotes = GAMESTATE->m_pCurNotes[ pn ];
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemDisplay& display = m_WheelItemDisplays[i];
-2
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@@ -55,8 +55,6 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBeh
for( int i=0; i<MAX_HOLD_NOTES; i++ )
m_bIsHoldingHoldNote[i] = false;
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
this->CopyAll( pNoteData );
// init note displays
+2 -2
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@@ -27,8 +27,8 @@ Screen::~Screen()
void Screen::AddChild( Actor* pActor )
{
// add only if the actor is on screen
float fX = pActor->GetX();
float fY = pActor->GetY();
// float fX = pActor->GetX();
// float fY = pActor->GetY();
// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM )
ActorFrame::AddChild( pActor );
}
-3
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@@ -288,9 +288,6 @@ ScreenGameplay::ScreenGameplay()
this->AddChild( &m_textSongOptions );
// Get the current StyleDef definition (used below)
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
-3
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@@ -209,9 +209,6 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, const InputEventType
if( m_bMadeChoice )
return;
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::DetectAndAdjustOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
-2
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@@ -686,8 +686,6 @@ void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn )
// m_BPMDisplay.BeginTweening( 0.2f );
// m_BPMDisplay.SetTweenZoomY( 1.2f );
DifficultyClass dc = GAMESTATE->m_PreferredDifficultyClass[pn];
Song* pSong = GAMESTATE->m_pCurSong;
Notes* m_pNotes = GAMESTATE->m_pCurNotes[pn];
if( m_pNotes )
-1
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@@ -56,7 +56,6 @@ ScreenSelectStyle::ScreenSelectStyle()
for( int i=0; i<m_aPossibleStyles.GetSize(); i++ )
{
Style style = m_aPossibleStyles[i];
m_sprIcon[i].Load( THEME->GetPathTo("Graphics",ssprintf("select style icons game %d",GAMESTATE->m_CurGame) ) );
m_sprIcon[i].StopAnimating();
m_sprIcon[i].SetState( i );