diff --git a/stepmania/src/Screen.cpp b/stepmania/src/Screen.cpp index 6c9930d58f..65c5cb860c 100644 --- a/stepmania/src/Screen.cpp +++ b/stepmania/src/Screen.cpp @@ -30,15 +30,6 @@ Screen::~Screen() } -void Screen::AddChild( Actor* pActor ) -{ - // add only if the actor is on screen -// float fX = pActor->GetX(); -// float fY = pActor->GetY(); -// if( SCREEN_LEFT>=fX && fX<=SCREEN_RIGHT && SCREEN_TOP>=fY && fY<=SCREEN_BOTTOM ) - ActorFrame::AddChild( pActor ); -} - bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1, const Screen::QueuedScreenMessage &m2) { diff --git a/stepmania/src/Screen.h b/stepmania/src/Screen.h index 36020f5722..99d2490000 100644 --- a/stepmania/src/Screen.h +++ b/stepmania/src/Screen.h @@ -25,8 +25,6 @@ public: Screen( CString sName ); // enforce that all screens have m_sName filled in virtual ~Screen(); - virtual void AddChild( Actor* pActor ); - virtual void Update( float fDeltaTime ); virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed