remove legacy code

This commit is contained in:
Glenn Maynard
2005-03-18 05:00:20 +00:00
parent e5af8b0f70
commit db08dc73bf
-27
View File
@@ -160,33 +160,6 @@ void ScreenGameplay::Init()
FOREACH_PotentialCpuPlayer(p)
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
// cache NoteSkin graphics
/* XXX: is this still needed? We explicitly preload noteskins that can be
* used as attacks (GameState::GetAllUsedNoteSkins). */
CStringArray asNames;
NOTESKIN->GetNoteSkinNames( asNames );
for( unsigned i=0; i<asNames.size(); i++ )
{
CString sDir = NOTESKIN->GetNoteSkinDir( asNames[i] );
CStringArray asGraphicPaths;
GetDirListing( sDir+"*.png", asGraphicPaths, false, true );
GetDirListing( sDir+"*.jpg", asGraphicPaths, false, true );
GetDirListing( sDir+"*.gif", asGraphicPaths, false, true );
GetDirListing( sDir+"*.bmp", asGraphicPaths, false, true );
for( unsigned j=0; j<asGraphicPaths.size(); j++ )
TEXTUREMAN->CacheTexture( asGraphicPaths[j] );
}
}
break;
}
//
// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
//