Clean up some unused variables and assignments.

This was SVN commit r16684.
This commit is contained in:
leper 2015-05-26 15:40:07 +00:00
parent 4ccc9130ba
commit e638af5422
3 changed files with 4 additions and 8 deletions

View file

@ -115,7 +115,6 @@ private:
VfsPath m_sHistoryFile;
int m_MaxHistoryLines;
bool m_bFocus;
bool m_bVisible; // console is to be drawn
bool m_bToggle; // show/hide animation is currently active
double m_prevTime; // the previous time the cursor draw state changed (used for blinking cursor)

View file

@ -37,8 +37,6 @@ static const double RENDER_TIMEOUT = 10.0; // seconds before messages are delete
static const double RENDER_TIMEOUT_RATE = 10.0; // number of timed-out messages deleted per second
static const size_t RENDER_LIMIT = 20; // maximum messages on screen at once
static const size_t BUFFER_SIZE = 1024;
// Set up a default logger that throws everything away, because that's
// better than crashing. (This is particularly useful for unit tests which
// don't care about any log output.)

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2014 Wildfire Games.
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -438,10 +438,9 @@ void WaterManager::RecomputeDistanceHeightmap()
// This is currently upsampled by a factor of 2 to get more precision
// This could be refined to only be done near the coast itself, but it's probably not necessary.
float level = SideSize;
for (size_t z = 0; z < SideSize; ++z)
{
level = SideSize;
float level = SideSize;
for (size_t x = 0; x < SideSize; ++x)
m_DistanceHeightmap[z*SideSize + x] = terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight ? level = 0.f : ++level;
level = SideSize;
@ -459,7 +458,7 @@ void WaterManager::RecomputeDistanceHeightmap()
}
for (size_t x = 0; x < SideSize; ++x)
{
level = SideSize;
float level = SideSize;
for (size_t z = 0; z < SideSize; ++z)
{
if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
@ -519,7 +518,7 @@ void WaterManager::CreateWaveMeshes()
std::set<int> CoastalPointsSet;
for (size_t z = 1; z < SideSize-1; ++z)
for (size_t x = 1; x < SideSize-1; ++x)
if (abs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
if (fabs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
CoastalPointsSet.insert(z*SideSize + x);
// Second step: create chains out of those coastal points.