SWORD2: Cleanup

Removed some of the debug code that has never ever been enabled for as
long as this engine has been in ScummVM.

svn-id: r53998
This commit is contained in:
Torbjörn Andersson 2010-11-01 11:29:57 +00:00
parent 68469f45ce
commit fc0adb846a
3 changed files with 0 additions and 50 deletions

View File

@ -120,15 +120,6 @@ void Debugger::buildDebugText() {
makeDebugTextBlock(buf, 0, 105);
}
#ifdef SWORD2_DEBUG
// speed-up indicator
if (_vm->_renderSkip) { // see sword2.cpp
sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
makeDebugTextBlock(buf, 0, 120);
}
#endif
// debug info at top of screen - enabled/disabled as one complete unit
if (_displayTime) {

View File

@ -290,11 +290,6 @@ Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
_wantSfxDebug = false;
#ifdef SWORD2_DEBUG
_stepOneCycle = false;
_renderSkip = false;
#endif
_gameCycle = 0;
_gameSpeed = 1;
@ -479,13 +474,6 @@ Common::Error Sword2Engine::run() {
while (1) {
_debugger->onFrame();
#ifdef SWORD2_DEBUG
if (_stepOneCycle) {
pauseEngine(true);
_stepOneCycle = false;
}
#endif
// Handle GMM Loading
if (_gmmLoadSlot != -1) {
@ -519,12 +507,7 @@ Common::Error Sword2Engine::run() {
pauseEngine(false);
} else {
pauseEngine(true);
#ifdef SWORD2_DEBUG
if (!_stepOneCycle)
_screen->dimPalette(true);
#else
_screen->dimPalette(true);
#endif
}
break;
#if 0
@ -538,17 +521,6 @@ Common::Error Sword2Engine::run() {
screenInfo->new_palette = 99;
}
break;
#endif
#ifdef SWORD2_DEBUG
case Common::KEYCODE_SPACE:
if (_gamePaused) {
_stepOneCycle = true;
pauseEngine(false);
}
break;
case Common::KEYCODE_s:
_renderSkip = !_renderSkip;
break;
#endif
default:
break;
@ -572,15 +544,7 @@ Common::Error Sword2Engine::run() {
// creates the debug text blocks
_debugger->buildDebugText();
#ifdef SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
if (!_renderSkip || (_gameCycle % 4) == 0)
_screen->buildDisplay();
#else
_screen->buildDisplay();
#endif
}
return Common::kNoError;

View File

@ -202,11 +202,6 @@ public:
int32 _gameCycle;
#ifdef SWORD2_DEBUG
bool _renderSkip;
bool _stepOneCycle;
#endif
#if RIGHT_CLICK_CLEARS_LUGGAGE
bool heldIsInInventory();
#endif