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refactor: Remove superfluous enum values
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22 files changed

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-61
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22 files changed

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-61
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GeneralsMD/Code/GameEngine/Include/Common/GameCommon.h

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -166,8 +166,6 @@ enum CellShroudStatus CPP_11(: Int)
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CELLSHROUD_CLEAR,
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CELLSHROUD_FOGGED,
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CELLSHROUD_SHROUDED,
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170-
CELLSHROUD_COUNT
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};
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173171
//-------------------------------------------------------------------------------------------------
@@ -180,8 +178,6 @@ enum ObjectShroudStatus CPP_11(: Int)
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OBJECTSHROUD_FOGGED, ///< object is completely fogged
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OBJECTSHROUD_SHROUDED, ///< object is completely shrouded
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OBJECTSHROUD_INVALID_BUT_PREVIOUS_VALID, ///< indeterminate state, will recompute, BUT previous status is valid, don't reset (used for save/load)
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OBJECTSHROUD_COUNT
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};
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187183
//-------------------------------------------------------------------------------------------------

GeneralsMD/Code/GameEngine/Include/Common/GameState.h

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -57,8 +57,6 @@ enum SaveLoadLayoutType CPP_11(: Int)
5757
SLLT_SAVE_AND_LOAD,
5858
SLLT_LOAD_ONLY,
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SLLT_SAVE_ONLY,
60-
61-
SLLT_NUM_TYPES // keep this last, why? don't know, it's not really used, but we like it this way
6260
};
6361

6462
// ------------------------------------------------------------------------------------------------
@@ -86,8 +84,6 @@ enum SaveFileType CPP_11(: Int)
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{
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SAVE_FILE_TYPE_NORMAL, ///< a regular save game at any arbitrary point in the game
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SAVE_FILE_TYPE_MISSION, ///< a save game in between missions (a mission save)
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90-
SAVE_FILE_TYPE_NUM_TYPES
9187
};
9288

9389
// ------------------------------------------------------------------------------------------------

GeneralsMD/Code/GameEngine/Include/GameClient/ControlBar.h

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Original file line numberDiff line numberDiff line change
@@ -588,8 +588,6 @@ enum ControlBarContext CPP_11(: Int)
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CB_CONTEXT_OBSERVER_INFO, ///< for when we want to populate the player info
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CB_CONTEXT_OBSERVER_LIST, ///< for when we want to update the observer list
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CB_CONTEXT_OCL_TIMER, ///< Countdown for OCL spewers
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NUM_CB_CONTEXTS
593591
};
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595593
//-------------------------------------------------------------------------------------------------

GeneralsMD/Code/GameEngine/Include/GameClient/DebugDisplay.h

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Original file line numberDiff line numberDiff line change
@@ -83,7 +83,6 @@ class DebugDisplayInterface
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RED,
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GREEN,
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BLUE,
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NUM_COLORS
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};
8887

8988
virtual ~DebugDisplayInterface() {};

GeneralsMD/Code/GameEngine/Include/GameClient/InGameUI.h

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Original file line numberDiff line numberDiff line change
@@ -633,7 +633,6 @@ friend class Drawable; // for selection/deselection transactions
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#ifdef RTS_DEBUG
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DEBUG_HINT,
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#endif
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NUM_HINT_TYPES // keep this one last
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};
638637

639638
// mouse mode interface
@@ -642,7 +641,6 @@ friend class Drawable; // for selection/deselection transactions
642641
MOUSEMODE_DEFAULT = 0,
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MOUSEMODE_BUILD_PLACE,
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MOUSEMODE_GUI_COMMAND,
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MOUSEMODE_MAX
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};
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648646
enum { MAX_MOVE_HINTS = 256 };

GeneralsMD/Code/GameEngine/Include/GameClient/View.h

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Original file line numberDiff line numberDiff line change
@@ -96,8 +96,6 @@ class View : public Snapshot
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WTS_INSIDE_FRUSTUM = 0, // On the screen (inside frustum of camera)
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WTS_OUTSIDE_FRUSTUM, // Return is valid but off the screen (outside frustum of camera)
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WTS_INVALID, // No transform possible
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WTS_COUNT
10199
};
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103101
public:

GeneralsMD/Code/GameEngine/Include/GameLogic/AI.h

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Original file line numberDiff line numberDiff line change
@@ -413,8 +413,6 @@ enum AICommandType CPP_11(: Int) // Stored in save file, do not reorder/renumber
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AICMD_EVACUATE_INSTANTLY,
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AICMD_EXIT_INSTANTLY,
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AICMD_GUARD_RETALIATE,
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417-
AICMD_NUM_COMMANDS // keep last
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};
419417

420418
struct AICommandParms

GeneralsMD/Code/GameEngine/Include/GameLogic/AIStateMachine.h

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Original file line numberDiff line numberDiff line change
@@ -106,8 +106,6 @@ enum AIStateType CPP_11(: Int)
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AI_BUSY, ///< This is a state that things will be in when they are busy doing random stuff that doesn't require AI interaction.
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AI_EXIT_INSTANTLY, ///< exit this obj, without waiting -- do it in the onEnter! This frame!
108108
AI_GUARD_RETALIATE, ///< attacks attacker but with restrictions (hybrid of attack and guard).
109-
110-
NUM_AI_STATES
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};
112110

113111
//-----------------------------------------------------------------------------------------------------------
@@ -202,7 +200,6 @@ enum StateType CPP_11(: Int)
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APPROACH_TARGET, ///< Approach a non-moving target.
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AIM_AT_TARGET, ///< rotate to face GoalObject or GoalPosition
204202
FIRE_WEAPON, ///< fire the machine owner's current weapon
205-
NUM_ATTACK_STATES
206203
};
207204
AttackStateMachine( Object *owner, AIAttackState* att, AsciiString name, Bool follow, Bool attackingObject, Bool forceAttacking );
208205

GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -45,8 +45,6 @@ enum FlammabilityStatusType CPP_11(: Int)
4545
FS_NORMAL = 0,
4646
FS_AFLAME,
4747
FS_BURNED,
48-
49-
FS_NORMAL_COUNT // keep last
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};
5149

5250
//-------------------------------------------------------------------------------------------------

GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -103,7 +103,6 @@ enum ValueOrThreat CPP_11(: Int)
103103
{
104104
VOT_CashValue = 1,
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VOT_ThreatValue,
106-
VOT_NumItems
107106
};
108107

109108
// ----------------------------------------------------------------------------------------------

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