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.
This commit is contained in:
bosnichd
2021-05-12 08:30:15 -06:00
committed by GitHub
parent f9fb61cc5d
commit 7cec2d8b07
198 changed files with 29 additions and 28558 deletions
-21
View File
@@ -420,7 +420,6 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
#else
sip.hWnd = hwndForInputSystem;
#endif
sip.hWndForInputSystem = hwndForInputSystem;
sip.pLogCallback = &m_logFile;
sip.sLogFileName = "@log@/Editor.log";
@@ -503,7 +502,6 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
bool CGameEngine::InitGame(const char*)
{
// in editor we do it later, bExecuteCommandLine was set to false
m_pISystem->ExecuteCommandLine();
return true;
@@ -608,8 +606,6 @@ void CGameEngine::SwitchToInGame()
GetIEditor()->Notify(eNotify_OnBeginGameMode);
m_pISystem->SetThreadState(ESubsys_Physics, false);
m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(true);
m_bInGameMode = true;
@@ -646,8 +642,6 @@ void CGameEngine::SwitchToInEditor()
}
m_pISystem->GetIMovieSystem()->Reset(false, false);
m_pISystem->SetThreadState(ESubsys_Physics, false);
CViewport* pGameViewport = GetIEditor()->GetViewManager()->GetGameViewport();
m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(m_bSimulationMode);
@@ -791,8 +785,6 @@ void CGameEngine::SetSimulationMode(bool enabled, bool bOnlyPhysics)
// Enables engine to know about simulation mode.
gEnv->SetIsEditorSimulationMode(enabled);
m_pISystem->SetThreadState(ESubsys_Physics, false);
if (m_bSimulationMode)
{
// [Anton] the order of the next 3 calls changed, since, EVENT_INGAME loads physics state (if any),
@@ -903,19 +895,6 @@ void CGameEngine::Update()
// [marco] check current sound and vis areas for music etc.
// but if in game mode, 'cos is already done in the above call to game->update()
unsigned int updateFlags = ESYSUPDATE_EDITOR;
if (!m_bSimulationMode)
{
updateFlags |= ESYSUPDATE_IGNORE_PHYSICS;
}
bool bUpdateAIPhysics = GetSimulationMode();
if (bUpdateAIPhysics)
{
updateFlags |= ESYSUPDATE_EDITOR_AI_PHYSICS;
}
GetIEditor()->GetAnimation()->Update();
GetIEditor()->GetSystem()->UpdatePreTickBus(updateFlags);
componentApplication->Tick(gEnv->pTimer->GetFrameTime(ITimer::ETIMER_GAME));