- removed unused variables in Menu. These where used for the old moving "W" which is probably not coming back any time soon...
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@@ -37,9 +37,6 @@ private:
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int mReadConf;
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float timeIndex;
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float angleMultiplier;
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float angleW;
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float yW;
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void fillScroller();
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void setLang(int id);
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@@ -25,11 +25,6 @@
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static const char* GAME_VERSION = "WTH?! 0.15.1 - wololo.net";
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#define DEFAULT_ANGLE_MULTIPLIER 0.4f
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#define MAX_ANGLE_MULTIPLIER (3*M_PI)
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#define MIN_ANGLE_MULTIPLIER 0.4f
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static const float STEP_ANGLE_MULTIPLIER = 0.0002f;
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enum ENUM_MENU_STATE_MAJOR
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{
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MENU_STATE_MAJOR_MAINMENU = 0x01,
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@@ -81,8 +76,6 @@ GameStateMenu::GameStateMenu(GameApp* parent) :
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gameTypeMenu = NULL;
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//bgMusic = NULL;
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timeIndex = 0;
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angleMultiplier = MIN_ANGLE_MULTIPLIER;
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yW = 55;
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mVolume = 0;
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scroller = NULL;
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langChoices = false;
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@@ -638,38 +631,6 @@ void GameStateMenu::Update(float dt)
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;// Nothing to do.
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}
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if (mEngine->GetButtonState(JGE_BTN_PREV))
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{
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//Reset deck of cards
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angleMultiplier = MIN_ANGLE_MULTIPLIER;
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yW = 55;
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}
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if (yW <= 55)
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{
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if (mEngine->GetButtonState(JGE_BTN_PRI))
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angleMultiplier += STEP_ANGLE_MULTIPLIER;
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else
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angleMultiplier *= 0.9999f;
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if (angleMultiplier > MAX_ANGLE_MULTIPLIER)
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angleMultiplier = MAX_ANGLE_MULTIPLIER;
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else if (angleMultiplier < MIN_ANGLE_MULTIPLIER)
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angleMultiplier = MIN_ANGLE_MULTIPLIER;
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if (mEngine->GetButtonState(JGE_BTN_CANCEL) && (dt != 0))
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{
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angleMultiplier = (cos(timeIndex) * angleMultiplier - M_PI / 3.0f - 0.1f - angleW) / dt;
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yW = yW + 5 * dt + (yW - 45) * 5 * dt;
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}
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else
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angleW = cos(timeIndex) * angleMultiplier - M_PI / 3.0f - 0.1f;
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}
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else
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{
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angleW += angleMultiplier * dt;
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yW = yW + 5 * dt + (yW - 55) * 5 * dt;
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}
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scroller->Update(dt);
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if ((currentState & MENU_STATE_MINOR) == MENU_STATE_MINOR_FADEIN)
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{
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@@ -923,8 +884,5 @@ ostream& GameStateMenu::toString(ostream& out) const
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<< " ; mCurrentSetName : " << mCurrentSetName
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<< " ; mCurrentSetFileName : " << mCurrentSetFileName
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<< " ; mReadConf : " << mReadConf
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<< " ; timeIndex : " << timeIndex
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<< " ; angleMultiplier : " << angleMultiplier
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<< " ; angleW : " << angleW
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<< " ; yW : " << yW;
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<< " ; timeIndex : " << timeIndex;
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}
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