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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-11-05 09:05:03 +0100
committerGitHub <noreply@github.com>2018-11-05 09:05:03 +0100
commitfcd761e88985fb243717c159bce7fa40497a8924 (patch)
tree927b9c1b1db4739ae17c30b810dcae357081f8d6 /scene
parent935537c53191e7430a77949eab6b1e50841c19bd (diff)
parent71df4caf8fe4e834c2f175e060b3a896d4d5b70e (diff)
Merge pull request #23519 from Rubonnek/remove-unnecessary-assignments
Removed unnecessary assignments
Diffstat (limited to 'scene')
-rw-r--r--scene/2d/line_builder.cpp1
-rw-r--r--scene/animation/animation_blend_tree.cpp3
-rw-r--r--scene/animation/animation_node_state_machine.cpp1
3 files changed, 0 insertions, 5 deletions
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index a3f1b25e05..d5e8a33805 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -294,7 +294,6 @@ void LineBuilder::build() {
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
uvx1 = current_distance1 / (width * tile_aspect);
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
- uvx0 = current_distance0 / total_distance;
uvx1 = current_distance1 / total_distance;
}
diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp
index b85d4e541e..b037596fda 100644
--- a/scene/animation/animation_blend_tree.cpp
+++ b/scene/animation/animation_blend_tree.cpp
@@ -266,7 +266,6 @@ float AnimationNodeOneShot::process(float p_time, bool p_seek) {
if (do_start) {
remaining = os_rem;
- do_start = false;
}
if (!p_seek) {
@@ -770,8 +769,6 @@ float AnimationNodeTransition::process(float p_time, bool p_seek) {
rem = blend_input(current, p_time, p_seek, 1.0 - blend, FILTER_IGNORE, false);
}
- switched = false;
-
if (p_seek) { // don't seek prev animation
blend_input(prev, 0, false, blend, FILTER_IGNORE, false);
time = p_time;
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 5923ad7657..a7af3f687b 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -345,7 +345,6 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm,
len_current = sm->blend_node(current, sm->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
pos_current = 0;
loops_current = 0;
- play_start = false;
}
if (!sm->states.has(current)) {