Remove dead code and add const
parent
63930fbe7d
commit
a719c73c50
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@ -1212,8 +1212,8 @@ void player_ground_air_transition_system(Scene_t* scene)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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const CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
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const CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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// Handle Ground<->Air Transition
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bool in_water = (p_mstate->water_state & 1);
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@ -1240,7 +1240,6 @@ void player_ground_air_transition_system(Scene_t* scene)
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void state_transition_update_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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//Entity_t* p_ent;
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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@ -1536,7 +1535,6 @@ void camera_update_system(Scene_t* scene)
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void init_level_scene_data(LevelSceneData_t* data)
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{
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//sc_map_init_32(&data->collision_events, 128, 0);
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data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
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data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
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data->cam = (Camera2D){0};
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@ -1546,6 +1544,5 @@ void init_level_scene_data(LevelSceneData_t* data)
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void term_level_scene_data(LevelSceneData_t* data)
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{
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//sc_map_term_32(&data->collision_events);
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UnloadRenderTexture(data->game_viewport); // Unload render texture
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}
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