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synced 2026-07-04 05:55:47 -07:00
Clean up some unused variables and assignments.
This was SVN commit r16684.
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4ccc9130ba
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3 changed files with 4 additions and 8 deletions
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@ -115,7 +115,6 @@ private:
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VfsPath m_sHistoryFile;
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int m_MaxHistoryLines;
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bool m_bFocus;
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bool m_bVisible; // console is to be drawn
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bool m_bToggle; // show/hide animation is currently active
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double m_prevTime; // the previous time the cursor draw state changed (used for blinking cursor)
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@ -37,8 +37,6 @@ static const double RENDER_TIMEOUT = 10.0; // seconds before messages are delete
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static const double RENDER_TIMEOUT_RATE = 10.0; // number of timed-out messages deleted per second
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static const size_t RENDER_LIMIT = 20; // maximum messages on screen at once
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static const size_t BUFFER_SIZE = 1024;
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// Set up a default logger that throws everything away, because that's
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// better than crashing. (This is particularly useful for unit tests which
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// don't care about any log output.)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -438,10 +438,9 @@ void WaterManager::RecomputeDistanceHeightmap()
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// This is currently upsampled by a factor of 2 to get more precision
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// This could be refined to only be done near the coast itself, but it's probably not necessary.
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float level = SideSize;
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for (size_t z = 0; z < SideSize; ++z)
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{
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level = SideSize;
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float level = SideSize;
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for (size_t x = 0; x < SideSize; ++x)
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m_DistanceHeightmap[z*SideSize + x] = terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight ? level = 0.f : ++level;
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level = SideSize;
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@ -459,7 +458,7 @@ void WaterManager::RecomputeDistanceHeightmap()
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}
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for (size_t x = 0; x < SideSize; ++x)
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{
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level = SideSize;
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float level = SideSize;
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for (size_t z = 0; z < SideSize; ++z)
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{
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if (terrain->GetExactGroundLevel(x*2, z*2) >= m_WaterHeight)
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@ -519,7 +518,7 @@ void WaterManager::CreateWaveMeshes()
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std::set<int> CoastalPointsSet;
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for (size_t z = 1; z < SideSize-1; ++z)
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for (size_t x = 1; x < SideSize-1; ++x)
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if (abs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
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if (fabs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
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CoastalPointsSet.insert(z*SideSize + x);
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// Second step: create chains out of those coastal points.
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