remove unused params

This commit is contained in:
Glenn Maynard
2006-08-15 19:19:59 +00:00
parent 29eb1f6ccb
commit 832679370b
2 changed files with 9 additions and 9 deletions
+2 -2
View File
@@ -433,7 +433,7 @@ void ActorUtil::LoadCommandFromName( Actor& actor, const RString &sType, const R
actor.AddCommand( sCommandName, THEME->GetMetricA(sType,sName+sCommandName+"Command") ); actor.AddCommand( sCommandName, THEME->GetMetricA(sType,sName+sCommandName+"Command") );
} }
void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName, Actor* pParent ) void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName )
{ {
// HACK: It's very often that we command things to TweenOffScreen // HACK: It's very often that we command things to TweenOffScreen
// that we aren't drawing. We know that an Actor is not being // that we aren't drawing. We know that an Actor is not being
@@ -461,7 +461,7 @@ void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RS
LoadCommand( actor, sType, sCommandName ); LoadCommand( actor, sType, sCommandName );
} }
actor.PlayCommand( sCommandName, pParent ); actor.PlayCommand( sCommandName );
} }
void ActorUtil::LoadAllCommands( Actor& actor, const RString &sType ) void ActorUtil::LoadAllCommands( Actor& actor, const RString &sType )
+7 -7
View File
@@ -47,23 +47,23 @@ namespace ActorUtil
void SetXY( Actor& actor, const RString &sType ); void SetXY( Actor& actor, const RString &sType );
void LoadCommand( Actor& actor, const RString &sType, const RString &sCommandName ); void LoadCommand( Actor& actor, const RString &sType, const RString &sCommandName );
void LoadCommandFromName( Actor& actor, const RString &sType, const RString &sCommandName, const RString &sName ); void LoadCommandFromName( Actor& actor, const RString &sType, const RString &sCommandName, const RString &sName );
void LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName, Actor* pParent = NULL ); void LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName );
void LoadAllCommands( Actor& actor, const RString &sType ); void LoadAllCommands( Actor& actor, const RString &sType );
void LoadAllCommandsFromName( Actor& actor, const RString &sType, const RString &sName ); void LoadAllCommandsFromName( Actor& actor, const RString &sType, const RString &sName );
inline void OnCommand( Actor& actor, const RString &sType, Actor* pParent = NULL ) { LoadAndPlayCommand( actor, sType, "On", pParent ); } inline void OnCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "On" ); }
inline void OffCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); } inline void OffCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); }
inline void SetXYAndOnCommand( Actor& actor, const RString &sType, Actor* pParent = NULL ) inline void SetXYAndOnCommand( Actor& actor, const RString &sType )
{ {
SetXY( actor, sType ); SetXY( actor, sType );
OnCommand( actor, sType, pParent ); OnCommand( actor, sType );
} }
/* convenience */ /* convenience */
inline void SetXY( Actor* pActor, const RString &sType ) { SetXY( *pActor, sType ); } inline void SetXY( Actor* pActor, const RString &sType ) { SetXY( *pActor, sType ); }
inline void LoadAndPlayCommand( Actor* pActor, const RString &sType, const RString &sCommandName, Actor* pParent = NULL ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName, pParent ); } inline void LoadAndPlayCommand( Actor* pActor, const RString &sType, const RString &sCommandName ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName ); }
inline void OnCommand( Actor* pActor, const RString &sType, Actor* pParent = NULL ) { if(pActor) OnCommand( *pActor, sType, pParent ); } inline void OnCommand( Actor* pActor, const RString &sType ) { if(pActor) OnCommand( *pActor, sType ); }
inline void OffCommand( Actor* pActor, const RString &sType ) { if(pActor) OffCommand( *pActor, sType ); } inline void OffCommand( Actor* pActor, const RString &sType ) { if(pActor) OffCommand( *pActor, sType ); }
inline void SetXYAndOnCommand( Actor* pActor, const RString &sType, Actor* pParent = NULL ) { if(pActor) SetXYAndOnCommand( *pActor, sType, pParent ); } inline void SetXYAndOnCommand( Actor* pActor, const RString &sType ) { if(pActor) SetXYAndOnCommand( *pActor, sType ); }
// Return a Sprite, BitmapText, or Model depending on the file type // Return a Sprite, BitmapText, or Model depending on the file type
Actor* LoadFromNode( const RString& sAniDir, const XNode* pNode ); Actor* LoadFromNode( const RString& sAniDir, const XNode* pNode );