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Remove dead code

This commit is contained in:
Alexei Kotov 2022-06-14 02:43:48 +03:00
parent 456277ba6a
commit c2ac52c82a
2 changed files with 1 additions and 12 deletions

View file

@ -131,8 +131,6 @@ std::string movementStateToAnimGroup(MWMechanics::CharacterState state)
case CharState_SneakLeft: return "sneakleft"; case CharState_SneakLeft: return "sneakleft";
case CharState_SneakRight: return "sneakright"; case CharState_SneakRight: return "sneakright";
case CharState_Jump: return "jump";
case CharState_TurnLeft: return "turnleft"; case CharState_TurnLeft: return "turnleft";
case CharState_TurnRight: return "turnright"; case CharState_TurnRight: return "turnright";
case CharState_SwimTurnLeft: return "swimturnleft"; case CharState_SwimTurnLeft: return "swimturnleft";
@ -1944,8 +1942,6 @@ void CharacterController::update(float duration)
CharacterState idlestate = CharState_None; CharacterState idlestate = CharState_None;
JumpingState jumpstate = JumpState_None; JumpingState jumpstate = JumpState_None;
bool forcestateupdate = false;
mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f; mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
isrunning = isrunning && mHasMovedInXY; isrunning = isrunning && mHasMovedInXY;
@ -2021,8 +2017,6 @@ void CharacterController::update(float duration)
if(!onground && !flying && !inwater && solid) if(!onground && !flying && !inwater && solid)
{ {
// In the air (either getting up —ascending part of jump— or falling). // In the air (either getting up —ascending part of jump— or falling).
forcestateupdate = (mJumpState != JumpState_InAir);
jumpstate = JumpState_InAir; jumpstate = JumpState_InAir;
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat(); static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
@ -2050,7 +2044,6 @@ void CharacterController::update(float duration)
} }
else if(mJumpState == JumpState_InAir && !inwater && !flying && solid) else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
{ {
forcestateupdate = true;
jumpstate = JumpState_Landing; jumpstate = JumpState_Landing;
vec.z() = 0.0f; vec.z() = 0.0f;
@ -2223,9 +2216,7 @@ void CharacterController::update(float duration)
if (!mSkipAnim) if (!mSkipAnim)
{ {
forcestateupdate = updateState(idlestate) || forcestateupdate; refreshCurrentAnims(idlestate, movestate, jumpstate, updateState(idlestate));
refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
updateIdleStormState(inwater); updateIdleStormState(inwater);
} }

View file

@ -91,8 +91,6 @@ enum CharacterState {
CharState_SwimTurnLeft, CharState_SwimTurnLeft,
CharState_SwimTurnRight, CharState_SwimTurnRight,
CharState_Jump,
CharState_Death1, CharState_Death1,
CharState_Death2, CharState_Death2,
CharState_Death3, CharState_Death3,