mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
Clean up redundant variables
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parent
31d0eb16f8
commit
8a7c09c8fe
17 changed files with 1 additions and 50 deletions
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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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