Browse Source

Clean up redundant variables

suncaller 6 years ago
parent
commit
8a7c09c8fe

+ 0 - 2
Engine/source/T3D/components/animation/animationComponent.cpp

@@ -621,8 +621,6 @@ void AnimationComponent::advanceThreads(F32 dt)
       Thread& st = mAnimationThreads[i];
       Thread& st = mAnimationThreads[i];
       if (st.thread && st.sequence != -1)
       if (st.thread && st.sequence != -1)
       {
       {
-         bool cyclic = getShape()->sequences[st.sequence].isCyclic();
-
          if (!getShape()->sequences[st.sequence].isCyclic() &&
          if (!getShape()->sequences[st.sequence].isCyclic() &&
             !st.atEnd &&
             !st.atEnd &&
             ((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0))
             ((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0))

+ 0 - 3
Engine/source/T3D/components/camera/cameraComponent.cpp

@@ -237,8 +237,6 @@ bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat)
 {
 {
    // Returns camera to world space transform
    // Returns camera to world space transform
    // Handles first person / third person camera position
    // Handles first person / third person camera position
-   bool isServer = isServerObject();
-
    if (mTargetNodeIdx == -1)
    if (mTargetNodeIdx == -1)
    {
    {
       if (mUseParentTransform)
       if (mUseParentTransform)
@@ -479,7 +477,6 @@ void CameraComponent::setRotation(RotationF newRot)
 Frustum CameraComponent::getFrustum()
 Frustum CameraComponent::getFrustum()
 {
 {
    Frustum visFrustum;
    Frustum visFrustum;
-   F32 left, right, top, bottom;
    F32 aspectRatio = mClientScreen.x / mClientScreen.y;
    F32 aspectRatio = mClientScreen.x / mClientScreen.y;
 
 
    visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());
    visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());

+ 0 - 1
Engine/source/T3D/components/collision/collisionComponent.cpp

@@ -538,7 +538,6 @@ PhysicsCollision* CollisionComponent::buildColShapes()
          for (S32 o = start; o < end; o++)
          for (S32 o = start; o < end; o++)
          {
          {
             const TSShape::Object &object = shape->objects[o];
             const TSShape::Object &object = shape->objects[o];
-            const String &meshName = shape->names[object.nameIndex];
 
 
             if (object.numMeshes <= detail.objectDetailNum)
             if (object.numMeshes <= detail.objectDetailNum)
                continue;
                continue;

+ 0 - 1
Engine/source/T3D/components/game/stateMachine.cpp

@@ -152,7 +152,6 @@ void StateMachine::readConditions(StateTransition &currentTransition)
       //get our first state
       //get our first state
       StateTransition::Condition firstCondition;
       StateTransition::Condition firstCondition;
       StateField firstField;
       StateField firstField;
-      bool fieldRead = false;
       
       
       readFieldName(&firstField, reader);
       readFieldName(&firstField, reader);
       firstCondition.field = firstField;
       firstCondition.field = firstField;

+ 0 - 2
Engine/source/T3D/components/game/triggerComponent.cpp

@@ -239,8 +239,6 @@ bool TriggerComponent::testObject(SceneObject* enter)
                myList.setObject(mOwner);
                myList.setObject(mOwner);
 
 
                myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
                myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
-
-               bool test = true;
             }
             }
          }
          }
       }
       }

+ 0 - 5
Engine/source/T3D/components/physics/playerControllerComponent.cpp

@@ -330,9 +330,6 @@ void PlayerControllerComponent::updateMove()
    }
    }
 
 
    // Update current orientation
    // Update current orientation
-   bool doStandardMove = true;
-   GameConnection* con = mOwner->getControllingClient();
-
    MatrixF zRot;
    MatrixF zRot;
    zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
    zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
 
 
@@ -355,7 +352,6 @@ void PlayerControllerComponent::updateMove()
    mContactInfo.jump = false;
    mContactInfo.jump = false;
    mContactInfo.run = false;
    mContactInfo.run = false;
 
 
-   bool jumpSurface = false, runSurface = false;
    if (!mOwner->isMounted())
    if (!mOwner->isMounted())
       findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal);
       findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal);
    if (mContactInfo.jump)
    if (mContactInfo.jump)
@@ -577,7 +573,6 @@ void PlayerControllerComponent::updatePos(const F32 travelTime)
    newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList);
    newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList);
 
 
    bool haveCollisions = false;
    bool haveCollisions = false;
-   bool wasFalling = mFalling;
    if (collisionList.getCount() > 0)
    if (collisionList.getCount() > 0)
    {
    {
       mFalling = false;
       mFalling = false;

+ 0 - 2
Engine/source/T3D/convexShape.cpp

@@ -719,8 +719,6 @@ bool ConvexShape::buildExportPolyList(ColladaUtils::ExportData* exportData, cons
    //Convex shapes only have the one 'level', so we'll just rely on the export post-process to back-fill
    //Convex shapes only have the one 'level', so we'll just rely on the export post-process to back-fill
    if (isServerObject() && getClientObject())
    if (isServerObject() && getClientObject())
    {
    {
-      ConvexShape* clientShape = dynamic_cast<ConvexShape*>(getClientObject());
-
       exportData->meshData.increment();
       exportData->meshData.increment();
 
 
       //Prep a meshData for this shape in particular
       //Prep a meshData for this shape in particular

+ 0 - 9
Engine/source/T3D/entity.cpp

@@ -306,8 +306,6 @@ void Entity::onPostAdd()
 
 
 bool Entity::_setGameObject(void *object, const char *index, const char *data)
 bool Entity::_setGameObject(void *object, const char *index, const char *data)
 {
 {
-   Entity *e = static_cast<Entity*>(object);
-
    // Sanity!
    // Sanity!
    AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
    AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
 
 
@@ -513,8 +511,6 @@ U32 Entity::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
 
 
       for (U32 i = 0; i < mNetworkedComponents.size(); i++)
       for (U32 i = 0; i < mNetworkedComponents.size(); i++)
       {
       {
-         NetworkedComponent::UpdateState state = mNetworkedComponents[i].updateState;
-
          if (mNetworkedComponents[i].updateState == NetworkedComponent::Adding)
          if (mNetworkedComponents[i].updateState == NetworkedComponent::Adding)
          {
          {
             const char* className = mComponents[mNetworkedComponents[i].componentIndex]->getClassName();
             const char* className = mComponents[mNetworkedComponents[i].componentIndex]->getClassName();
@@ -1381,7 +1377,6 @@ bool Entity::removeComponent(Component *comp, bool deleteComponent)
 //to re-add them. Need to implement a clean clear function that will clear the local list, and only delete unused behaviors during an update.
 //to re-add them. Need to implement a clean clear function that will clear the local list, and only delete unused behaviors during an update.
 void Entity::clearComponents(bool deleteComponents)
 void Entity::clearComponents(bool deleteComponents)
 {
 {
-   bool srv = isServerObject();
    if (!deleteComponents)
    if (!deleteComponents)
    {
    {
       while (mComponents.size() > 0)
       while (mComponents.size() > 0)
@@ -1399,8 +1394,6 @@ void Entity::clearComponents(bool deleteComponents)
          {
          {
             comp->onComponentRemove(); //in case the behavior needs to do cleanup on the owner
             comp->onComponentRemove(); //in case the behavior needs to do cleanup on the owner
 
 
-            bool removed = mComponents.remove(comp);
-
             //we only need to delete them on the server side. they'll be cleaned up on the client side
             //we only need to delete them on the server side. they'll be cleaned up on the client side
             //via the ghosting system for us
             //via the ghosting system for us
             if (isServerObject())
             if (isServerObject())
@@ -1663,7 +1656,6 @@ void Entity::notifyComponents(String signalFunction, String argA, String argB, S
 
 
 void Entity::setComponentsDirty()
 void Entity::setComponentsDirty()
 {
 {
-   bool tmp = true;
    /*if (mToLoadComponents.empty())
    /*if (mToLoadComponents.empty())
       mStartComponentUpdate = true;
       mStartComponentUpdate = true;
 
 
@@ -1694,7 +1686,6 @@ void Entity::setComponentsDirty()
 
 
 void Entity::setComponentDirty(Component *comp, bool forceUpdate)
 void Entity::setComponentDirty(Component *comp, bool forceUpdate)
 {
 {
-   bool found = false;
    for (U32 i = 0; i < mComponents.size(); i++)
    for (U32 i = 0; i < mComponents.size(); i++)
    {
    {
       if (mComponents[i]->getId() == comp->getId())
       if (mComponents[i]->getId() == comp->getId())

+ 0 - 1
Engine/source/T3D/entity.h

@@ -309,7 +309,6 @@ Vector<T*> Entity::getComponents()
    Vector<T*> foundObjects;
    Vector<T*> foundObjects;
 
 
    T *curObj;
    T *curObj;
-   Component* comp;
 
 
    // Loop through our child objects.
    // Loop through our child objects.
    for (U32 i = 0; i < mComponents.size(); i++)
    for (U32 i = 0; i < mComponents.size(); i++)

+ 0 - 1
Engine/source/T3D/gameFunctions.cpp

@@ -553,7 +553,6 @@ void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum
       GFX->setStateBlock(mDefaultGuiSB);
       GFX->setStateBlock(mDefaultGuiSB);
 
 
       GFXTargetRef origTarget = GFX->getActiveRenderTarget();
       GFXTargetRef origTarget = GFX->getActiveRenderTarget();
-      U32 origStyle = GFX->getCurrentRenderStyle();
 
 
       // Clear the zBuffer so GUI doesn't hose object rendering accidentally
       // Clear the zBuffer so GUI doesn't hose object rendering accidentally
       GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
       GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);

+ 0 - 2
Engine/source/T3D/systems/render/meshRenderSystem.cpp

@@ -21,11 +21,9 @@ void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* stat
    for (U32 i = 0; i < count; i++)
    for (U32 i = 0; i < count; i++)
    {
    {
       //Server side items exist for data, but we don't actually render them
       //Server side items exist for data, but we don't actually render them
-      bool isClient = MeshRenderSystemInterface::all[i]->mIsClient;
       if (!MeshRenderSystemInterface::all[i]->mIsClient)
       if (!MeshRenderSystemInterface::all[i]->mIsClient)
          continue;
          continue;
 
 
-      bool isStatic = MeshRenderSystemInterface::all[i]->mStatic;
       if (MeshRenderSystemInterface::all[i]->mStatic)
       if (MeshRenderSystemInterface::all[i]->mStatic)
          continue;
          continue;
 
 

+ 0 - 1
Engine/source/T3D/tsStatic.cpp

@@ -1131,7 +1131,6 @@ bool TSStatic::buildExportPolyList(ColladaUtils::ExportData* exportData, const B
    if (isServerObject() && getClientObject())
    if (isServerObject() && getClientObject())
    {
    {
       TSStatic* clientShape = dynamic_cast<TSStatic*>(getClientObject());
       TSStatic* clientShape = dynamic_cast<TSStatic*>(getClientObject());
-      U32 numDetails = clientShape->mShapeInstance->getNumDetails() - 1;
 
 
       exportData->meshData.increment();
       exportData->meshData.increment();
 
 

+ 1 - 3
Engine/source/app/net/serverQuery.cpp

@@ -1611,9 +1611,7 @@ static void handleExtendedMasterServerListResponse(BitStream* stream, U32 key, U
 {
 {
    U16 packetIndex, packetTotal;
    U16 packetIndex, packetTotal;
    U32 i;
    U32 i;
-   U16 serverCount, port;
-   U8 netNum[16];
-   char addressBuffer[256];
+   U16 serverCount;
    NetAddress addr;
    NetAddress addr;
 
 
    stream->read(&packetIndex);
    stream->read(&packetIndex);

+ 0 - 9
Engine/source/gui/controls/guiConsole.cpp

@@ -89,9 +89,6 @@ bool GuiConsole::onWake()
 S32 GuiConsole::getMaxWidth(S32 startIndex, S32 endIndex)
 S32 GuiConsole::getMaxWidth(S32 startIndex, S32 endIndex)
 {
 {
    //sanity check
    //sanity check
-   U32 size;
-   ConsoleLogEntry *log;
-
    if (startIndex < 0 || (U32)endIndex >= mFilteredLog.size() || startIndex > endIndex)
    if (startIndex < 0 || (U32)endIndex >= mFilteredLog.size() || startIndex > endIndex)
       return 0;
       return 0;
 
 
@@ -190,9 +187,6 @@ void GuiConsole::onPreRender()
 
 
 void GuiConsole::onRenderCell(Point2I offset, Point2I cell, bool /*selected*/, bool /*mouseOver*/)
 void GuiConsole::onRenderCell(Point2I offset, Point2I cell, bool /*selected*/, bool /*mouseOver*/)
 {
 {
-   U32 size;
-   ConsoleLogEntry *log;
-   
    ConsoleLogEntry &entry = mFilteredLog[cell.y];
    ConsoleLogEntry &entry = mFilteredLog[cell.y];
    switch (entry.mLevel)
    switch (entry.mLevel)
    {
    {
@@ -210,9 +204,6 @@ void GuiConsole::onCellSelected( Point2I cell )
 {
 {
    Parent::onCellSelected( cell );
    Parent::onCellSelected( cell );
 
 
-   U32 size;
-   ConsoleLogEntry* log;
-
    ConsoleLogEntry& entry = mFilteredLog[cell.y];
    ConsoleLogEntry& entry = mFilteredLog[cell.y];
    onMessageSelected_callback( entry.mLevel, entry.mString );
    onMessageSelected_callback( entry.mLevel, entry.mString );
 }
 }

+ 0 - 4
Engine/source/gui/editor/inspector/mountingGroup.cpp

@@ -133,9 +133,6 @@ bool GuiInspectorMountingGroup::inspectGroup()
    clearFields();
    clearFields();
    
    
    bool bNewItems = false;
    bool bNewItems = false;
-   bool bMakingArray = false;
-   GuiStackControl *pArrayStack = NULL;
-   GuiRolloutCtrl *pArrayRollout = NULL;
    bool bGrabItems = false;
    bool bGrabItems = false;
 
 
    AbstractClassRep* commonAncestorClass = findCommonAncestorClass();
    AbstractClassRep* commonAncestorClass = findCommonAncestorClass();
@@ -240,7 +237,6 @@ void GuiInspectorMountingGroup::updateAllFields()
 void GuiInspectorMountingGroup::onMouseMove(const GuiEvent &event)
 void GuiInspectorMountingGroup::onMouseMove(const GuiEvent &event)
 {
 {
 	//mParent->mOverDivider = false;
 	//mParent->mOverDivider = false;
-	bool test = false;
 }
 }
 
 
 DefineEngineMethod(GuiInspectorMountingGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.")
 DefineEngineMethod(GuiInspectorMountingGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.")

+ 0 - 2
Engine/source/gui/worldEditor/worldEditor.cpp

@@ -3877,8 +3877,6 @@ void WorldEditor::makeSelectionAMesh(const char *filename)
    fabMat.inverse();
    fabMat.inverse();
 
 
    MatrixF objMat;
    MatrixF objMat;
-   SimObject *obj = NULL;
-   SceneObject *sObj = NULL;
 
 
    Vector< SceneObject* > objectList;
    Vector< SceneObject* > objectList;
 
 

+ 0 - 2
Engine/source/platform/platformNet.cpp

@@ -230,7 +230,6 @@ namespace PlatformNetState
       // which are required for LAN queries (PC->Xbox connectivity).  The wire protocol still
       // which are required for LAN queries (PC->Xbox connectivity).  The wire protocol still
       // uses the VDP packet structure, though.
       // uses the VDP packet structure, though.
       S32 protocol = IPPROTO_UDP;
       S32 protocol = IPPROTO_UDP;
-      bool useVDP = false;
 #ifdef TORQUE_DISABLE_PC_CONNECTIVITY
 #ifdef TORQUE_DISABLE_PC_CONNECTIVITY
       // Xbox uses a VDP (voice/data protocol) socket for networking
       // Xbox uses a VDP (voice/data protocol) socket for networking
       protocol = IPPROTO_VDP;
       protocol = IPPROTO_VDP;
@@ -1956,7 +1955,6 @@ void Net::enableMulticast()
 
 
          if (error == NoError)
          if (error == NoError)
          {
          {
-            NetAddress listenAddress;
             char listenAddressStr[256];
             char listenAddressStr[256];
             Net::addressToString(&multicastAddress, listenAddressStr);
             Net::addressToString(&multicastAddress, listenAddressStr);
             Con::printf("Multicast initialized on %s", listenAddressStr);
             Con::printf("Multicast initialized on %s", listenAddressStr);