Remove unnecessary argument from CSimulation2::InitGame

Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D1289
This was SVN commit r21166.
This commit is contained in:
s0600204 2018-02-09 19:50:01 +00:00
parent 29950c2d90
commit 262b27d770
3 changed files with 11 additions and 9 deletions

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@ -301,10 +301,7 @@ PSRETURN CGame::ReallyStartGame()
if (!g_AtlasGameLoop->running)
m_Simulation2->PreInitGame();
JS::RootedValue settings(cx);
JS::RootedValue tmpInitAttributes(cx, m_Simulation2->GetInitAttributes());
m_Simulation2->GetScriptInterface().GetProperty(tmpInitAttributes, "settings", &settings);
m_Simulation2->InitGame(settings);
m_Simulation2->InitGame();
}
// We need to do an initial Interpolate call to set up all the models etc,

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@ -1,4 +1,4 @@
/* Copyright (C) 2017 Wildfire Games.
/* Copyright (C) 2018 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -737,12 +737,17 @@ void CSimulation2::PreInitGame()
GetScriptInterface().CallFunctionVoid(global, "PreInitGame");
}
void CSimulation2::InitGame(JS::HandleValue data)
void CSimulation2::InitGame()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject());
GetScriptInterface().CallFunctionVoid(global, "InitGame", data);
JS::RootedValue settings(cx);
JS::RootedValue tmpInitAttributes(cx, GetInitAttributes());
GetScriptInterface().GetProperty(tmpInitAttributes, "settings", &settings);
GetScriptInterface().CallFunctionVoid(global, "InitGame", settings);
}
void CSimulation2::Update(int turnLength)

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@ -1,4 +1,4 @@
/* Copyright (C) 2016 Wildfire Games.
/* Copyright (C) 2018 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -166,7 +166,7 @@ public:
* (This mustn't be used when e.g. loading saved games, only when starting new ones.)
* This calls the InitGame function defined in helpers/InitGame.js.
*/
void InitGame(JS::HandleValue data);
void InitGame();
void Update(int turnLength);
void Update(int turnLength, const std::vector<SimulationCommand>& commands);