all: remove ineffective _ = variable assignments (#530)
Lastest Zig complains about this, so they must removed to build.
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4 changed files with 0 additions and 6 deletions
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@ -342,7 +342,6 @@ pub const void_archetype_hash = std.math.maxInt(u64);
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/// * ComponentStorage(T) is a column of data within a table for a single type of component `T`.
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pub fn Entities(comptime all_components: anytype) type {
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// TODO: validate all_components is a namespaced component set in the form we expect
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_ = all_components;
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return struct {
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allocator: Allocator,
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@ -62,13 +62,11 @@ const GamepadState = extern struct {
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/// Returns the state of the specified gamepad button.
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pub fn getButton(self: @This(), which: GamepadButton) Action {
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_ = self;
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return @intToEnum(Action, self.buttons[@intCast(u32, @enumToInt(which))]);
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}
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/// Returns the status of the specified gamepad axis, in the range -1.0 to 1.0 inclusive.
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pub fn getAxis(self: @This(), which: GamepadAxis) f32 {
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_ = self;
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return self.axes[@intCast(u32, @enumToInt(which))];
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}
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};
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@ -73,7 +73,6 @@ pub const Device = struct {
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frame_count_min: c_int,
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frame_count_max: c_int,
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) callconv(.C) void {
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_ = frame_count_min;
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const outstream = SoundIoOutStream{ .handle = @ptrCast(*c.SoundIoOutStream, c_outstream) };
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const device = @ptrCast(*Device, @alignCast(@alignOf(Device), outstream.handle.userdata));
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