Commit bd806b96 authored by Friedrich W. H. Kossebau's avatar Friedrich W. H. Kossebau
Browse files

Remove unused variables

GIT_SILENT
parent 94adf49c
...@@ -589,10 +589,9 @@ void Ai::chooseAction() ...@@ -589,10 +589,9 @@ void Ai::chooseAction()
int framesleft,framesright; int framesleft,framesright;
bool rotateAndAccelerate=false; bool rotateAndAccelerate=false;
Hit *nextHit = nullptr; Hit *nextHit = nullptr;
int shotHitTime;
int i; int i;
shotHitTime=1000000; // int shotHitTime=1000000;
nextHit = nullptr; nextHit = nullptr;
/* for(h=objectsHitByShip.first();h;h=objectsHitByShip.next()) /* for(h=objectsHitByShip.first();h;h=objectsHitByShip.next())
if(h->object==HSHOT) if(h->object==HSHOT)
......
...@@ -615,7 +615,7 @@ void MyMainView::timerEvent(QTimerEvent *event) ...@@ -615,7 +615,7 @@ void MyMainView::timerEvent(QTimerEvent *event)
void MyMainView::moveShips() void MyMainView::moveShips()
{ {
int i,nf,olde; int i,olde;
double nx,ny,en,nr; double nx,ny,en,nr;
BulletSprite *bullet; BulletSprite *bullet;
MineSprite *mine; MineSprite *mine;
...@@ -650,7 +650,6 @@ void MyMainView::moveShips() ...@@ -650,7 +650,6 @@ void MyMainView::moveShips()
en=ship[i]->getEnergy(); en=ship[i]->getEnergy();
nr=ship[i]->getRotation(); nr=ship[i]->getRotation();
nf = 0;
nx=cos(nr); nx=cos(nr);
ny=sin(nr); ny=sin(nr);
if (((!playerIsAi && playerKeyPressed[i][PlayerKeyAcc]) || if (((!playerIsAi && playerKeyPressed[i][PlayerKeyAcc]) ||
...@@ -860,7 +859,7 @@ void MyMainView::calculatePowerups() ...@@ -860,7 +859,7 @@ void MyMainView::calculatePowerups()
void MyMainView::collisions() void MyMainView::collisions()
{ {
int pl,hp,op,oldhp[2],ohp; int pl,hp,oldhp[2],ohp;
QList<QGraphicsItem *> unexact; QList<QGraphicsItem *> unexact;
BulletSprite *bullet; BulletSprite *bullet;
MineSprite *mine; MineSprite *mine;
...@@ -1041,7 +1040,6 @@ void MyMainView::collisions() ...@@ -1041,7 +1040,6 @@ void MyMainView::collisions()
Q_EMIT hitPoints(pl,hp); Q_EMIT hitPoints(pl,hp);
if((hp==0)&&(ship[pl]->getExplosion()<0)) if((hp==0)&&(ship[pl]->getExplosion()<0))
{ {
op=(pl+1)%2;
ship[pl]->setExplosion((int)(EXPLOSION_TIME/config.gamespeed)); ship[pl]->setExplosion((int)(EXPLOSION_TIME/config.gamespeed));
expl = new ExplosionSprite(svgrender,animation[ID_EXPLOSION],ship[pl]); expl = new ExplosionSprite(svgrender,animation[ID_EXPLOSION],ship[pl]);
field.addItem(expl); field.addItem(expl);
......
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