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https://github.com/wesnoth/wesnoth
synced 2025-05-08 01:52:09 +00:00
remove unused variable.
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9cfb37664f
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@ -202,10 +202,9 @@ void game_data::write_config(config_writer& out){
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team_builder_ptr game_data::create_team_builder(const config& side_cfg,
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std::string save_id, std::vector<team>& teams,
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const config& level, gamemap& map, unit_map& units,
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const config& starting_pos)
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const config& level, gamemap& map, unit_map& units)
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{
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return team_builder_ptr(new team_builder(side_cfg, save_id, teams, level, map, units, *this, starting_pos));
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return team_builder_ptr(new team_builder(side_cfg, save_id, teams, level, map, units, *this));
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}
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void game_data::build_team_stage_one(team_builder_ptr tb_ptr)
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@ -99,7 +99,7 @@ public:
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//create an object responsible for creating and populating a team from a config
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team_builder_ptr create_team_builder(const config& side_cfg, std::string save_id
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, std::vector<team>& teams, const config& level, gamemap& map
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, unit_map& units, const config& starting_pos);
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, unit_map& units);
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//do first stage of team initialization (everything except unit placement)
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void build_team_stage_one(team_builder_ptr tb_ptr);
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@ -134,7 +134,7 @@ static std::string get_unique_saveid(const config& cfg, std::set<std::string>& s
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return save_id;
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}
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void game_state::init(const int ticks, const config & replay_start)
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void game_state::init(const int ticks)
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{
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if (level_["modify_placing"].to_bool()) {
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LOG_NG << "modifying placing..." << std::endl;
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@ -170,7 +170,7 @@ void game_state::init(const int ticks, const config & replay_start)
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}
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}
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team_builder_ptr tb_ptr = gamedata_.create_team_builder(side,
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save_id, board_.teams_, level_, *board_.map_, board_.units_, replay_start);
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save_id, board_.teams_, level_, *board_.map_, board_.units_);
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++team_num;
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gamedata_.build_team_stage_one(tb_ptr);
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team_builders.push_back(tb_ptr);
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@ -43,7 +43,7 @@ public:
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void place_sides_in_preferred_locations();
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void init(int ticks, const config & replay_start);
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void init(int ticks);
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config to_config() const;
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@ -192,7 +192,7 @@ void play_controller::init(CVideo& video){
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events_manager_.reset(new game_events::manager(level_));
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LOG_NG << "initializing game_state..." << (SDL_GetTicks() - ticks_) << std::endl;
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gamestate_.init(ticks_, saved_game_.replay_start());
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gamestate_.init(ticks_);
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resources::tunnels = gamestate_.pathfind_manager_.get();
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// mouse_handler expects at least one team for linger mode to work.
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