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

@ -306,8 +306,6 @@ void Entity::onPostAdd()
bool Entity::_setGameObject(void *object, const char *index, const char *data)
{
Entity *e = static_cast<Entity*>(object);
// Sanity!
AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
@ -513,8 +511,6 @@ U32 Entity::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
for (U32 i = 0; i < mNetworkedComponents.size(); i++)
{
NetworkedComponent::UpdateState state = mNetworkedComponents[i].updateState;
if (mNetworkedComponents[i].updateState == NetworkedComponent::Adding)
{
const char* className = mComponents[mNetworkedComponents[i].componentIndex]->getClassName();
@ -1381,7 +1377,6 @@ bool Entity::removeComponent(Component *comp, bool deleteComponent)
//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.
void Entity::clearComponents(bool deleteComponents)
{
bool srv = isServerObject();
if (!deleteComponents)
{
while (mComponents.size() > 0)
@ -1399,8 +1394,6 @@ void Entity::clearComponents(bool deleteComponents)
{
comp->onComponentRemove(); //in case the behavior needs to do cleanup on the owner
bool removed = mComponents.remove(comp);
//we only need to delete them on the server side. they'll be cleaned up on the client side
//via the ghosting system for us
if (isServerObject())
@ -1663,7 +1656,6 @@ void Entity::notifyComponents(String signalFunction, String argA, String argB, S
void Entity::setComponentsDirty()
{
bool tmp = true;
/*if (mToLoadComponents.empty())
mStartComponentUpdate = true;
@ -1694,7 +1686,6 @@ void Entity::setComponentsDirty()
void Entity::setComponentDirty(Component *comp, bool forceUpdate)
{
bool found = false;
for (U32 i = 0; i < mComponents.size(); i++)
{
if (mComponents[i]->getId() == comp->getId())