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Remove dead code
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456277ba6a
commit
c2ac52c82a
2 changed files with 1 additions and 12 deletions
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@ -131,8 +131,6 @@ std::string movementStateToAnimGroup(MWMechanics::CharacterState state)
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case CharState_SneakLeft: return "sneakleft";
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case CharState_SneakLeft: return "sneakleft";
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case CharState_SneakRight: return "sneakright";
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case CharState_SneakRight: return "sneakright";
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case CharState_Jump: return "jump";
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case CharState_TurnLeft: return "turnleft";
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case CharState_TurnLeft: return "turnleft";
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case CharState_TurnRight: return "turnright";
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case CharState_TurnRight: return "turnright";
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case CharState_SwimTurnLeft: return "swimturnleft";
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case CharState_SwimTurnLeft: return "swimturnleft";
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@ -1944,8 +1942,6 @@ void CharacterController::update(float duration)
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CharacterState idlestate = CharState_None;
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CharacterState idlestate = CharState_None;
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JumpingState jumpstate = JumpState_None;
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JumpingState jumpstate = JumpState_None;
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bool forcestateupdate = false;
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mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
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mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
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isrunning = isrunning && mHasMovedInXY;
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isrunning = isrunning && mHasMovedInXY;
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@ -2021,8 +2017,6 @@ void CharacterController::update(float duration)
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if(!onground && !flying && !inwater && solid)
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if(!onground && !flying && !inwater && solid)
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{
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{
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// In the air (either getting up —ascending part of jump— or falling).
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// In the air (either getting up —ascending part of jump— or falling).
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forcestateupdate = (mJumpState != JumpState_InAir);
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jumpstate = JumpState_InAir;
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jumpstate = JumpState_InAir;
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static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
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static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
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@ -2050,7 +2044,6 @@ void CharacterController::update(float duration)
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}
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}
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else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
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else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
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{
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{
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forcestateupdate = true;
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jumpstate = JumpState_Landing;
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jumpstate = JumpState_Landing;
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vec.z() = 0.0f;
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vec.z() = 0.0f;
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@ -2223,9 +2216,7 @@ void CharacterController::update(float duration)
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if (!mSkipAnim)
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if (!mSkipAnim)
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{
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{
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forcestateupdate = updateState(idlestate) || forcestateupdate;
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refreshCurrentAnims(idlestate, movestate, jumpstate, updateState(idlestate));
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refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
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updateIdleStormState(inwater);
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updateIdleStormState(inwater);
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}
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}
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@ -91,8 +91,6 @@ enum CharacterState {
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CharState_SwimTurnLeft,
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CharState_SwimTurnLeft,
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CharState_SwimTurnRight,
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CharState_SwimTurnRight,
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CharState_Jump,
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CharState_Death1,
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CharState_Death1,
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CharState_Death2,
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CharState_Death2,
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CharState_Death3,
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CharState_Death3,
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