remove unused parameter

This commit is contained in:
Glenn Maynard
2006-08-15 19:24:29 +00:00
parent 832679370b
commit cbc69ea550
12 changed files with 31 additions and 31 deletions
+3 -3
View File
@@ -1036,7 +1036,7 @@ void Actor::AddRotationR( float rot )
RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) );
}
void Actor::RunCommands( const LuaReference& cmds, Actor *pParent )
void Actor::RunCommands( const LuaReference& cmds )
{
Lua *L = LUA->Get();
@@ -1250,7 +1250,7 @@ const apActorCommands *Actor::GetCommand( const RString &sCommandName ) const
return &it->second;
}
void Actor::PlayCommand( const RString &sCommandName, Actor *pParent )
void Actor::PlayCommand( const RString &sCommandName )
{
const apActorCommands *pCmd = GetCommand( sCommandName );
if( pCmd != NULL )
@@ -1432,7 +1432,7 @@ public:
static int hidden( T* p, lua_State *L ) { p->SetHidden(!!IArg(1)); return 0; }
static int hibernate( T* p, lua_State *L ) { p->SetHibernate(FArg(1)); return 0; }
static int draworder( T* p, lua_State *L ) { p->SetDrawOrder(IArg(1)); return 0; }
static int playcommand( T* p, lua_State *L ) { p->PlayCommand(SArg(1),NULL); return 0; }
static int playcommand( T* p, lua_State *L ) { p->PlayCommand(SArg(1)); return 0; }
static int queuecommand( T* p, lua_State *L ) { p->QueueCommand(SArg(1)); return 0; }
static int queuemessage( T* p, lua_State *L ) { p->QueueMessage(SArg(1)); return 0; }
static int addcommand( T* p, lua_State *L )
+4 -4
View File
@@ -335,11 +335,11 @@ public:
void AddCommand( const RString &sCmdName, apActorCommands apac );
bool HasCommand( const RString &sCmdName );
const apActorCommands *GetCommand( const RString &sCommandName ) const;
virtual void PlayCommand( const RString &sCommandName, Actor *pParent = NULL );
virtual void RunCommands( const LuaReference& cmds, Actor *pParent = NULL );
void RunCommands( const apActorCommands& cmds, Actor *pParent = NULL ) { this->RunCommands( *cmds, pParent ); } // convenience
virtual void PlayCommand( const RString &sCommandName );
virtual void RunCommands( const LuaReference& cmds );
void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
// If we're a leaf, then execute this command.
virtual void RunCommandsOnLeaves( const LuaReference& cmds, Actor *pParent = NULL ) { RunCommands(cmds,pParent); }
virtual void RunCommandsOnLeaves( const LuaReference& cmds ) { RunCommands(cmds); }
void SetParent( Actor *pParent );
+8 -8
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@@ -252,13 +252,13 @@ void ActorFrame::PlayCommandOnLeaves( const RString &sCommandName )
void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommands( cmds, this );
m_SubActors[i]->RunCommands( cmds );
}
void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds, Actor* pParent )
void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommandsOnLeaves( cmds, this );
m_SubActors[i]->RunCommandsOnLeaves( cmds );
}
void ActorFrame::UpdateInternal( float fDeltaTime )
@@ -350,12 +350,12 @@ void ActorFrame::DeleteAllChildren()
m_SubActors.clear();
}
void ActorFrame::RunCommands( const LuaReference& cmds, Actor* pParent )
void ActorFrame::RunCommands( const LuaReference& cmds )
{
if( m_bPropagateCommands )
RunCommandsOnChildren( cmds );
else
Actor::RunCommands( cmds, pParent );
Actor::RunCommands( cmds );
}
void ActorFrame::SetPropagateCommands( bool b )
@@ -363,9 +363,9 @@ void ActorFrame::SetPropagateCommands( bool b )
m_bPropagateCommands = b;
}
void ActorFrame::PlayCommand( const RString &sCommandName, Actor* pParent )
void ActorFrame::PlayCommand( const RString &sCommandName )
{
Actor::PlayCommand( sCommandName, pParent );
Actor::PlayCommand( sCommandName );
// HACK: Don't propogate Init. It gets called once for every Actor when the
// Actor is loaded, and we don't want to call it again.
@@ -375,7 +375,7 @@ void ActorFrame::PlayCommand( const RString &sCommandName, Actor* pParent )
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
Actor* pActor = m_SubActors[i];
pActor->PlayCommand( sCommandName, this );
pActor->PlayCommand( sCommandName );
}
}
+4 -4
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@@ -39,7 +39,7 @@ public:
void PlayCommandOnLeaves( const RString &sCommandName );
virtual void RunCommandsOnChildren( const LuaReference& cmds ); /* but not on self */
void RunCommandsOnChildren( const apActorCommands& cmds ) { this->RunCommandsOnChildren( *cmds ); } // convenience
virtual void RunCommandsOnLeaves( const LuaReference& cmds, Actor* pParent=NULL ); /* but not on self */
virtual void RunCommandsOnLeaves( const LuaReference& cmds ); /* but not on self */
virtual void UpdateInternal( float fDeltaTime );
virtual void ProcessMessages( float fDeltaTime );
@@ -63,9 +63,9 @@ public:
/* Amount of time until all tweens (and all children's tweens) have stopped: */
virtual float GetTweenTimeLeft() const;
virtual void PlayCommand( const RString &sCommandName, Actor* pParent = NULL );
virtual void RunCommands( const LuaReference& cmds, Actor* pParent = NULL );
void RunCommands( const apActorCommands& cmds, Actor *pParent = NULL ) { this->RunCommands( *cmds, pParent ); } // convenience
virtual void PlayCommand( const RString &sCommandName );
virtual void RunCommands( const LuaReference& cmds );
void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
protected:
void LoadChildrenFromNode( const RString& sDir, const XNode* pNode );
+2 -2
View File
@@ -148,7 +148,7 @@ GenreDisplay::~GenreDisplay()
{
}
void GenreDisplay::PlayCommand( const RString &sCommandName, Actor* pParent )
void GenreDisplay::PlayCommand( const RString &sCommandName )
{
if( sCommandName == MessageToString(Message_CurrentSongChanged) )
{
@@ -189,7 +189,7 @@ void GenreDisplay::PlayCommand( const RString &sCommandName, Actor* pParent )
}
else
{
Actor::PlayCommand( sCommandName, pParent );
Actor::PlayCommand( sCommandName );
}
}
+1 -1
View File
@@ -42,7 +42,7 @@ class GenreDisplay : public HelpDisplay
public:
GenreDisplay();
~GenreDisplay();
void PlayCommand( const RString &sCommandName, Actor* pParent );
void PlayCommand( const RString &sCommandName );
virtual Actor *Copy() const;
};
+2 -2
View File
@@ -39,11 +39,11 @@ void ScoreDisplayAliveTime::Update( float fDelta )
BitmapText::Update( fDelta );
}
void ScoreDisplayAliveTime::PlayCommand( const RString &sCommandName, Actor* pParent )
void ScoreDisplayAliveTime::PlayCommand( const RString &sCommandName )
{
// TODO: Add handling of GoalComplete message
BitmapText::PlayCommand( sCommandName, pParent );
BitmapText::PlayCommand( sCommandName );
}
void ScoreDisplayAliveTime::UpdateNumber()
+1 -1
View File
@@ -19,7 +19,7 @@ public:
void LoadFromNode( const RString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void PlayCommand( const RString &sCommandName, Actor* pParent );
void PlayCommand( const RString &sCommandName );
void UpdateNumber();
+2 -2
View File
@@ -48,14 +48,14 @@ void ScoreDisplayCalories::Update( float fDelta )
RollingNumbers::Update( fDelta );
}
void ScoreDisplayCalories::PlayCommand( const RString &sCommandName, Actor* pParent )
void ScoreDisplayCalories::PlayCommand( const RString &sCommandName )
{
if( sCommandName == m_sMessageOnStep )
{
UpdateNumber();
}
RollingNumbers::PlayCommand( sCommandName, pParent );
RollingNumbers::PlayCommand( sCommandName );
}
void ScoreDisplayCalories::UpdateNumber()
+1 -1
View File
@@ -18,7 +18,7 @@ public:
void LoadFromNode( const RString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
void PlayCommand( const RString &sCommandName, Actor* pParent );
void PlayCommand( const RString &sCommandName );
void UpdateNumber();
+2 -2
View File
@@ -66,12 +66,12 @@ bool Transition::EarlyAbortDraw() const
/* Our parent might send us OnCommand. We do that ourself, because
* we sometimes want to know GetLengthSeconds before StartTransitioning.
* Make sure we don't process OnCommand twice. */
void Transition::PlayCommand( const RString &sCommandName, Actor *pParent )
void Transition::PlayCommand( const RString &sCommandName )
{
if( sCommandName == "On" )
return;
ActorFrame::PlayCommand( sCommandName, pParent );
ActorFrame::PlayCommand( sCommandName );
}
void Transition::StartTransitioning( ScreenMessage send_when_done )
+1 -1
View File
@@ -16,7 +16,7 @@ public:
void Load( RString sBGAniDir );
virtual void UpdateInternal( float fDeltaTime );
virtual void PlayCommand( const RString &sCommandName, Actor *pParent = NULL );
virtual void PlayCommand( const RString &sCommandName );
virtual void StartTransitioning( ScreenMessage send_when_done = SM_None );
virtual bool EarlyAbortDraw() const;