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-rw-r--r--Game/Code/Classes/UGraphicClasses.pas20
1 files changed, 0 insertions, 20 deletions
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas
index 6c131b50..d5eb44ab 100644
--- a/Game/Code/Classes/UGraphicClasses.pas
+++ b/Game/Code/Classes/UGraphicClasses.pas
@@ -38,7 +38,6 @@ type
procedure Kill(index: Cardinal);
procedure KillAll();
procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
- procedure SpawnNotePerfect(xPos,yPos : real);
procedure SavePerfectNotePos(Xtop, Ytop: Real);
end;
@@ -183,25 +182,6 @@ for P:= 0 to high(RecArray) do
end;
-procedure TEffectManager.SpawnNotePerfect(xPos,yPos : real);
-Var
- Xkatze, Ykatze : Real;
- RandomFrame : Integer;
- P : Integer; // P as seen on TV as Positionman
-begin
-//Spawn a random amount of stars within the given coordinates
-//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
-for P:= 0 to 2 do
- begin
- Xkatze := RandomRange(ceil(xPos) - 5 , ceil(xPos) + 10);
- Ykatze := RandomRange(ceil(yPos) - 5 , ceil(yPos) + 10);
- RandomFrame := RandomRange(0,14);
- Spawn(Xkatze, Ykatze, Tex_Note_Star.TexNum, 16 - RandomFrame, RandomFrame, -1, 2);
- end;
- draw;
-end;
-
-
procedure TEffectManager.Kill(Index: Cardinal);
var
LastParticleIndex : Cardinal;