Clean up redundant variables

This commit is contained in:
suncaller 2019-02-06 15:03:06 -05:00
parent 31d0eb16f8
commit 8a7c09c8fe
17 changed files with 1 additions and 50 deletions

View file

@ -621,8 +621,6 @@ void AnimationComponent::advanceThreads(F32 dt)
Thread& st = mAnimationThreads[i];
if (st.thread && st.sequence != -1)
{
bool cyclic = getShape()->sequences[st.sequence].isCyclic();
if (!getShape()->sequences[st.sequence].isCyclic() &&
!st.atEnd &&
((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0))

View file

@ -237,8 +237,6 @@ bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat)
{
// Returns camera to world space transform
// Handles first person / third person camera position
bool isServer = isServerObject();
if (mTargetNodeIdx == -1)
{
if (mUseParentTransform)
@ -479,7 +477,6 @@ void CameraComponent::setRotation(RotationF newRot)
Frustum CameraComponent::getFrustum()
{
Frustum visFrustum;
F32 left, right, top, bottom;
F32 aspectRatio = mClientScreen.x / mClientScreen.y;
visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());

View file

@ -538,7 +538,6 @@ PhysicsCollision* CollisionComponent::buildColShapes()
for (S32 o = start; o < end; o++)
{
const TSShape::Object &object = shape->objects[o];
const String &meshName = shape->names[object.nameIndex];
if (object.numMeshes <= detail.objectDetailNum)
continue;

View file

@ -152,7 +152,6 @@ void StateMachine::readConditions(StateTransition &currentTransition)
//get our first state
StateTransition::Condition firstCondition;
StateField firstField;
bool fieldRead = false;
readFieldName(&firstField, reader);
firstCondition.field = firstField;

View file

@ -239,8 +239,6 @@ bool TriggerComponent::testObject(SceneObject* enter)
myList.setObject(mOwner);
myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
bool test = true;
}
}
}

View file

@ -330,9 +330,6 @@ void PlayerControllerComponent::updateMove()
}
// Update current orientation
bool doStandardMove = true;
GameConnection* con = mOwner->getControllingClient();
MatrixF zRot;
zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
@ -355,7 +352,6 @@ void PlayerControllerComponent::updateMove()
mContactInfo.jump = false;
mContactInfo.run = false;
bool jumpSurface = false, runSurface = false;
if (!mOwner->isMounted())
findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal);
if (mContactInfo.jump)
@ -577,7 +573,6 @@ void PlayerControllerComponent::updatePos(const F32 travelTime)
newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList);
bool haveCollisions = false;
bool wasFalling = mFalling;
if (collisionList.getCount() > 0)
{
mFalling = false;