removing some dead code, commented code referring old types, static AZStd::strings

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
Esteban Papp
2021-08-05 12:47:36 -07:00
parent 0545ce4f59
commit aa12434728
20 changed files with 39 additions and 125 deletions
-24
View File
@@ -30,30 +30,6 @@ void HeapCheck::Check([[maybe_unused]] const char* file, [[maybe_unused]] int li
_ASSERTE(_CrtCheckMemory());
#endif
/*
int heapstatus = _heapchk();
switch( heapstatus )
{
case _HEAPOK:
break;
case _HEAPEMPTY:
break;
case _HEAPBADBEGIN:
{
CString str;
str.Format( "Bad Start of Heap, at file %s line:%d",file,line );
MessageBox( NULL,str,"Heap Check",MB_OK );
}
break;
case _HEAPBADNODE:
{
CString str;
str.Format( "Bad Node in Heap, at file %s line:%d",file,line );
MessageBox( NULL,str,"Heap Check",MB_OK );
}
break;
}
*/
#endif
}
+2 -2
View File
@@ -245,8 +245,8 @@ namespace Path
/// Get the data folder
AZStd::string GetEditingGameDataFolder()
{
static AZStd::string s_currentModName;
// query the editor root. The bus exists in case we want tools to be able to override this.
// Define here the mod name
static AZStd::fixed_string<AZ::IO::MaxPathLength> s_currentModName;
if (s_currentModName.empty())
{