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Remove dead code and unused variables
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b7579b0f0f
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@ -19,9 +19,6 @@
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CControls::CControls()
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{
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mem_zero(&m_aLastData, sizeof(m_aLastData));
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m_LastDummy = 0;
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m_OtherFire = 0;
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mem_zero(m_aMousePos, sizeof(m_aMousePos));
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mem_zero(m_aMousePosOnAction, sizeof(m_aMousePosOnAction));
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mem_zero(m_aTargetPos, sizeof(m_aTargetPos));
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@ -34,7 +31,6 @@ void CControls::OnReset()
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for(int &AmmoCount : m_aAmmoCount)
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AmmoCount = 0;
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m_OldMouseX = m_OldMouseY = 0.0f;
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m_LastSendTime = 0;
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}
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@ -42,7 +38,6 @@ void CControls::OnReset()
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void CControls::ResetInput(int Dummy)
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{
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m_aLastData[Dummy].m_Direction = 0;
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//m_aLastData[Dummy].m_Hook = 0;
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// simulate releasing the fire button
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if((m_aLastData[Dummy].m_Fire & 1) != 0)
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m_aLastData[Dummy].m_Fire++;
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@ -54,11 +49,6 @@ void CControls::ResetInput(int Dummy)
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m_aInputDirectionRight[Dummy] = 0;
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}
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void CControls::OnRelease()
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{
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//OnReset();
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}
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void CControls::OnPlayerDeath()
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{
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for(int &AmmoCount : m_aAmmoCount)
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@ -18,8 +18,6 @@ public:
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vec2 m_aMousePos[NUM_DUMMIES];
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vec2 m_aMousePosOnAction[NUM_DUMMIES];
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vec2 m_aTargetPos[NUM_DUMMIES];
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float m_OldMouseX;
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float m_OldMouseY;
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int m_aAmmoCount[NUM_WEAPONS];
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@ -29,14 +27,11 @@ public:
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int m_aInputDirectionLeft[NUM_DUMMIES];
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int m_aInputDirectionRight[NUM_DUMMIES];
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int m_aShowHookColl[NUM_DUMMIES];
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int m_LastDummy;
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int m_OtherFire;
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CControls();
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virtual int Sizeof() const override { return sizeof(*this); }
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virtual void OnReset() override;
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virtual void OnRelease() override;
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virtual void OnRender() override;
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virtual void OnMessage(int MsgType, void *pRawMsg) override;
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virtual bool OnCursorMove(float x, float y, IInput::ECursorType CursorType) override;
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