mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Clean up redundant variables
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parent
7f7e402c42
commit
5e8e7e7bf8
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@ -621,8 +621,6 @@ void AnimationComponent::advanceThreads(F32 dt)
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Thread& st = mAnimationThreads[i];
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if (st.thread && st.sequence != -1)
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{
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bool cyclic = getShape()->sequences[st.sequence].isCyclic();
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if (!getShape()->sequences[st.sequence].isCyclic() &&
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!st.atEnd &&
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((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0))
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@ -237,8 +237,6 @@ bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat)
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{
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// Returns camera to world space transform
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// Handles first person / third person camera position
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bool isServer = isServerObject();
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if (mTargetNodeIdx == -1)
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{
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if (mUseParentTransform)
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@ -479,7 +477,6 @@ void CameraComponent::setRotation(RotationF newRot)
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Frustum CameraComponent::getFrustum()
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{
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Frustum visFrustum;
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F32 left, right, top, bottom;
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F32 aspectRatio = mClientScreen.x / mClientScreen.y;
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visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());
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@ -538,7 +538,6 @@ PhysicsCollision* CollisionComponent::buildColShapes()
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for (S32 o = start; o < end; o++)
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{
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const TSShape::Object &object = shape->objects[o];
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const String &meshName = shape->names[object.nameIndex];
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if (object.numMeshes <= detail.objectDetailNum)
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continue;
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@ -152,7 +152,6 @@ void StateMachine::readConditions(StateTransition ¤tTransition)
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//get our first state
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StateTransition::Condition firstCondition;
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StateField firstField;
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bool fieldRead = false;
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readFieldName(&firstField, reader);
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firstCondition.field = firstField;
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@ -239,8 +239,6 @@ bool TriggerComponent::testObject(SceneObject* enter)
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myList.setObject(mOwner);
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myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
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bool test = true;
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}
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}
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}
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@ -330,9 +330,6 @@ void PlayerControllerComponent::updateMove()
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}
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// Update current orientation
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bool doStandardMove = true;
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GameConnection* con = mOwner->getControllingClient();
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MatrixF zRot;
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zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
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@ -355,7 +352,6 @@ void PlayerControllerComponent::updateMove()
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mContactInfo.jump = false;
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mContactInfo.run = false;
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bool jumpSurface = false, runSurface = false;
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if (!mOwner->isMounted())
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findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal);
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if (mContactInfo.jump)
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@ -577,7 +573,6 @@ void PlayerControllerComponent::updatePos(const F32 travelTime)
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newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList);
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bool haveCollisions = false;
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bool wasFalling = mFalling;
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if (collisionList.getCount() > 0)
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{
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mFalling = false;
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@ -719,8 +719,6 @@ bool ConvexShape::buildExportPolyList(ColladaUtils::ExportData* exportData, cons
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//Convex shapes only have the one 'level', so we'll just rely on the export post-process to back-fill
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if (isServerObject() && getClientObject())
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{
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ConvexShape* clientShape = dynamic_cast<ConvexShape*>(getClientObject());
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exportData->meshData.increment();
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//Prep a meshData for this shape in particular
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@ -306,8 +306,6 @@ void Entity::onPostAdd()
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bool Entity::_setGameObject(void *object, const char *index, const char *data)
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{
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Entity *e = static_cast<Entity*>(object);
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// Sanity!
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AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
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@ -513,8 +511,6 @@ U32 Entity::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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for (U32 i = 0; i < mNetworkedComponents.size(); i++)
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{
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NetworkedComponent::UpdateState state = mNetworkedComponents[i].updateState;
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if (mNetworkedComponents[i].updateState == NetworkedComponent::Adding)
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{
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const char* className = mComponents[mNetworkedComponents[i].componentIndex]->getClassName();
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@ -1381,7 +1377,6 @@ bool Entity::removeComponent(Component *comp, bool deleteComponent)
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//to re-add them. Need to implement a clean clear function that will clear the local list, and only delete unused behaviors during an update.
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void Entity::clearComponents(bool deleteComponents)
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{
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bool srv = isServerObject();
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if (!deleteComponents)
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{
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while (mComponents.size() > 0)
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@ -1399,8 +1394,6 @@ void Entity::clearComponents(bool deleteComponents)
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{
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comp->onComponentRemove(); //in case the behavior needs to do cleanup on the owner
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bool removed = mComponents.remove(comp);
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//we only need to delete them on the server side. they'll be cleaned up on the client side
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//via the ghosting system for us
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if (isServerObject())
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@ -1663,7 +1656,6 @@ void Entity::notifyComponents(String signalFunction, String argA, String argB, S
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void Entity::setComponentsDirty()
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{
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bool tmp = true;
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/*if (mToLoadComponents.empty())
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mStartComponentUpdate = true;
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@ -1694,7 +1686,6 @@ void Entity::setComponentsDirty()
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void Entity::setComponentDirty(Component *comp, bool forceUpdate)
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{
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bool found = false;
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for (U32 i = 0; i < mComponents.size(); i++)
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{
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if (mComponents[i]->getId() == comp->getId())
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@ -309,7 +309,6 @@ Vector<T*> Entity::getComponents()
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Vector<T*> foundObjects;
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T *curObj;
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Component* comp;
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// Loop through our child objects.
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for (U32 i = 0; i < mComponents.size(); i++)
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@ -553,7 +553,6 @@ void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum
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GFX->setStateBlock(mDefaultGuiSB);
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GFXTargetRef origTarget = GFX->getActiveRenderTarget();
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U32 origStyle = GFX->getCurrentRenderStyle();
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// Clear the zBuffer so GUI doesn't hose object rendering accidentally
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GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
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@ -21,11 +21,9 @@ void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* stat
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for (U32 i = 0; i < count; i++)
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{
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//Server side items exist for data, but we don't actually render them
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bool isClient = MeshRenderSystemInterface::all[i]->mIsClient;
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if (!MeshRenderSystemInterface::all[i]->mIsClient)
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continue;
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bool isStatic = MeshRenderSystemInterface::all[i]->mStatic;
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if (MeshRenderSystemInterface::all[i]->mStatic)
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continue;
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@ -1131,7 +1131,6 @@ bool TSStatic::buildExportPolyList(ColladaUtils::ExportData* exportData, const B
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if (isServerObject() && getClientObject())
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{
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TSStatic* clientShape = dynamic_cast<TSStatic*>(getClientObject());
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U32 numDetails = clientShape->mShapeInstance->getNumDetails() - 1;
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exportData->meshData.increment();
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@ -1611,9 +1611,7 @@ static void handleExtendedMasterServerListResponse(BitStream* stream, U32 key, U
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{
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U16 packetIndex, packetTotal;
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U32 i;
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U16 serverCount, port;
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U8 netNum[16];
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char addressBuffer[256];
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U16 serverCount;
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NetAddress addr;
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stream->read(&packetIndex);
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@ -89,9 +89,6 @@ bool GuiConsole::onWake()
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S32 GuiConsole::getMaxWidth(S32 startIndex, S32 endIndex)
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{
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//sanity check
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U32 size;
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ConsoleLogEntry *log;
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if (startIndex < 0 || (U32)endIndex >= mFilteredLog.size() || startIndex > endIndex)
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return 0;
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@ -190,9 +187,6 @@ void GuiConsole::onPreRender()
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void GuiConsole::onRenderCell(Point2I offset, Point2I cell, bool /*selected*/, bool /*mouseOver*/)
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{
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U32 size;
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ConsoleLogEntry *log;
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ConsoleLogEntry &entry = mFilteredLog[cell.y];
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switch (entry.mLevel)
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{
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@ -210,9 +204,6 @@ void GuiConsole::onCellSelected( Point2I cell )
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{
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Parent::onCellSelected( cell );
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U32 size;
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ConsoleLogEntry* log;
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ConsoleLogEntry& entry = mFilteredLog[cell.y];
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onMessageSelected_callback( entry.mLevel, entry.mString );
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}
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@ -133,9 +133,6 @@ bool GuiInspectorMountingGroup::inspectGroup()
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clearFields();
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bool bNewItems = false;
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bool bMakingArray = false;
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GuiStackControl *pArrayStack = NULL;
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GuiRolloutCtrl *pArrayRollout = NULL;
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bool bGrabItems = false;
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AbstractClassRep* commonAncestorClass = findCommonAncestorClass();
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@ -240,7 +237,6 @@ void GuiInspectorMountingGroup::updateAllFields()
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void GuiInspectorMountingGroup::onMouseMove(const GuiEvent &event)
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{
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//mParent->mOverDivider = false;
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bool test = false;
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}
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DefineEngineMethod(GuiInspectorMountingGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.")
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@ -3877,8 +3877,6 @@ void WorldEditor::makeSelectionAMesh(const char *filename)
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fabMat.inverse();
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MatrixF objMat;
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SimObject *obj = NULL;
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SceneObject *sObj = NULL;
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Vector< SceneObject* > objectList;
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@ -230,7 +230,6 @@ namespace PlatformNetState
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// which are required for LAN queries (PC->Xbox connectivity). The wire protocol still
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// uses the VDP packet structure, though.
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S32 protocol = IPPROTO_UDP;
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bool useVDP = false;
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#ifdef TORQUE_DISABLE_PC_CONNECTIVITY
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// Xbox uses a VDP (voice/data protocol) socket for networking
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protocol = IPPROTO_VDP;
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@ -1956,7 +1955,6 @@ void Net::enableMulticast()
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if (error == NoError)
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{
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NetAddress listenAddress;
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char listenAddressStr[256];
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Net::addressToString(&multicastAddress, listenAddressStr);
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Con::printf("Multicast initialized on %s", listenAddressStr);
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