Bunch of small code cleanup
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@@ -164,12 +164,16 @@ ParticleKind::ParticleKind(const std::string file) : m_min_start_color(255,255,2
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{
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size->get("min", &m_min_size);
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size->get("max", &m_max_size);
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bool has_x = size->get("x-increase-factor", &m_scale_affector_factor_x) == 1;
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bool has_y = size->get("y-increase-factor", &m_scale_affector_factor_y) == 1;
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m_has_scale_affector = (has_x || has_y);
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}
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bool has_x = size->get("x-increase-factor", &m_scale_affector_factor_x)==1;
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bool has_y = size->get("y-increase-factor", &m_scale_affector_factor_y)==1;
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m_has_scale_affector = (has_x || has_y);
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else
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{
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m_has_scale_affector = false;
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}
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//std::cout << "m_particle_size = " << m_particle_size << "\n";
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//std::cout << "m_min_size = " << m_min_size << "\n";
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//std::cout << "m_max_size = " << m_max_size << "\n";
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@@ -115,7 +115,7 @@ void ShowCurve::addPoint(const Vec3 &pnt)
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// 4 sides of the 'tunnel', so all in all 24 indices.
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irr::u16 *indices = new irr::u16[24];
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m_buffer->append(vertices, 4, indices, 24);
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delete indices;
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delete[] indices;
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indices = m_buffer->getIndices();
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// index = first newly added index
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@@ -42,6 +42,7 @@ ListWidget::ListWidget() : Widget(WTYPE_LIST)
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m_selected_column = NULL;
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m_sort_desc = false;
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m_sort_default = true;
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m_sort_col = 0;
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}
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// -----------------------------------------------------------------------------
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@@ -79,7 +79,7 @@ struct Input
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Input()
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: m_type(IT_NONE), m_device_id(0), m_button_id(0),
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m_axis_direction(0), m_character(0)
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m_axis_direction(0), m_character(0), m_axis_range(Input::AR_FULL)
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{
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// Nothing to do.
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}
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@@ -109,7 +109,7 @@ struct Input
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*/
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Input(InputType ntype, int deviceID , int btnID = 0, int axisDirection= 0)
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: m_type(ntype), m_device_id(deviceID), m_button_id(btnID),
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m_axis_direction(axisDirection)
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m_axis_direction(axisDirection), m_axis_range(Input::AR_FULL)
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{
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// Nothing to do.
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}
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@@ -258,24 +258,16 @@ bool GamePadDevice::processAndMapInput(Input::InputType type, const int id,
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if (!m_axis_ok[id]) return false;
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}
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if (m_configuration != NULL)
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if (mode == InputManager::INGAME)
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{
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if (mode == InputManager::INGAME)
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{
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success = m_configuration->getGameAction(type, id, value, action);
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}
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else if (abs(*value) > Input::MAX_VALUE/2)
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{
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// bindings can only be accessed in game and menu modes
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assert(mode == InputManager::MENU);
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success = m_configuration->getMenuAction(type, id, value, action);
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}
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success = m_configuration->getGameAction(type, id, value, action);
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}
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else
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else if (abs(*value) > Input::MAX_VALUE/2)
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{
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fprintf(stderr, "processAndMapInput() called on improperly "
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"initialized GamePadDevice\n");
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abort();
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// bindings can only be accessed in game and menu modes
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assert(mode == InputManager::MENU);
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success = m_configuration->getMenuAction(type, id, value, action);
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}
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return success;
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@@ -53,6 +53,7 @@ Attachment::Attachment(AbstractKart* kart)
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m_bomb_sound = NULL;
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m_bubble_explode_sound = NULL;
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m_node_scale = 1.0f;
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m_initial_speed = 0.0f;
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// If we attach a NULL mesh, we get a NULL scene node back. So we
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// have to attach some kind of mesh, but make it invisible.
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@@ -46,10 +46,6 @@ class Flyable : public Moveable, public TerrainInfo
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public:
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private:
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bool m_has_hit_something;
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/** This flag is used to avoid that a rocket explodes mode than once.
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* It can happen that more than one collision between a rocket and
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* a track or kart is reported by the physics. */
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bool m_exploded;
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/** If this flag is set, the up velocity of the kart will not be
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* adjusted in case that the objects is too high or too low above the
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@@ -187,9 +187,6 @@ private:
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/** A 'ping' sound effect to be played when the ball hits the ground. */
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SFXBase *m_ping_sfx;
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/** Sound effect to be played when a ball hits a kart. */
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SFXBase *m_hit_sfx;
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void computeTarget();
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void updateDistanceToTarget();
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unsigned int getSuccessorToHitTarget(unsigned int node_index,
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@@ -42,8 +42,7 @@ private:
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RB_TO_KART, /**< Rubber band is attached to a kart hit. */
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RB_TO_TRACK} /**< Rubber band is attached to track. */
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m_attached_state;
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/** True if plunger was fired backwards. */
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bool m_is_backward;
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/** If rubber band is attached to track, the coordinates. */
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Vec3 m_hit_position;
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/** The plunger the rubber band is attached to. */
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@@ -41,6 +41,8 @@ TerrainInfo::TerrainInfo()
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TerrainInfo::TerrainInfo(const Vec3 &pos)
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{
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// initialise HoT
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m_last_material = NULL;
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m_material = NULL;
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update(pos);
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} // TerrainInfo
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//-----------------------------------------------------------------------------
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