Remove more unused things from CryCommon and CrySystem. (#709)
Lots of unrelated removals, I basically tried to remove everything exposed via gEnv that isn't used anymore, and following the threads found a few other things to remove also.
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@@ -420,7 +420,6 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
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#else
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sip.hWnd = hwndForInputSystem;
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#endif
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sip.hWndForInputSystem = hwndForInputSystem;
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sip.pLogCallback = &m_logFile;
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sip.sLogFileName = "@log@/Editor.log";
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@@ -503,7 +502,6 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
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bool CGameEngine::InitGame(const char*)
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{
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// in editor we do it later, bExecuteCommandLine was set to false
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m_pISystem->ExecuteCommandLine();
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return true;
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@@ -608,8 +606,6 @@ void CGameEngine::SwitchToInGame()
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GetIEditor()->Notify(eNotify_OnBeginGameMode);
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m_pISystem->SetThreadState(ESubsys_Physics, false);
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m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(true);
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m_bInGameMode = true;
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@@ -646,8 +642,6 @@ void CGameEngine::SwitchToInEditor()
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}
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m_pISystem->GetIMovieSystem()->Reset(false, false);
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m_pISystem->SetThreadState(ESubsys_Physics, false);
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CViewport* pGameViewport = GetIEditor()->GetViewManager()->GetGameViewport();
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m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(m_bSimulationMode);
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@@ -791,8 +785,6 @@ void CGameEngine::SetSimulationMode(bool enabled, bool bOnlyPhysics)
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// Enables engine to know about simulation mode.
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gEnv->SetIsEditorSimulationMode(enabled);
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m_pISystem->SetThreadState(ESubsys_Physics, false);
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if (m_bSimulationMode)
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{
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// [Anton] the order of the next 3 calls changed, since, EVENT_INGAME loads physics state (if any),
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@@ -903,19 +895,6 @@ void CGameEngine::Update()
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// [marco] check current sound and vis areas for music etc.
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// but if in game mode, 'cos is already done in the above call to game->update()
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unsigned int updateFlags = ESYSUPDATE_EDITOR;
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if (!m_bSimulationMode)
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{
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updateFlags |= ESYSUPDATE_IGNORE_PHYSICS;
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}
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bool bUpdateAIPhysics = GetSimulationMode();
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if (bUpdateAIPhysics)
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{
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updateFlags |= ESYSUPDATE_EDITOR_AI_PHYSICS;
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}
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GetIEditor()->GetAnimation()->Update();
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GetIEditor()->GetSystem()->UpdatePreTickBus(updateFlags);
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componentApplication->Tick(gEnv->pTimer->GetFrameTime(ITimer::ETIMER_GAME));
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