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Remove unused #if 0'ed code

This commit is contained in:
Rémi Verschelde
2020-01-21 21:32:27 +01:00
parent 79aaafc686
commit 4faaf6089a
31 changed files with 38 additions and 1416 deletions

View File

@@ -4838,25 +4838,6 @@ struct _AnimMoveRestore {
void AnimationTrackEditor::_clear_key_edit() {
if (key_edit) {
#if 0
// going back seems like the most comfortable thing to do, but it results
// in weird behaviors and crashes, because going back to animation editor
// triggers the editor setting up again itself
bool go_back = false;
if (EditorNode::get_singleton()->get_inspector()->get_edited_object() == key_edit) {
EditorNode::get_singleton()->push_item(NULL);
go_back = true;
}
memdelete(key_edit);
key_edit = NULL;
if (go_back) {
EditorNode::get_singleton()->get_inspector_dock()->go_back();
}
#else
//if key edit is the object being inspected, remove it first
if (EditorNode::get_singleton()->get_inspector()->get_edited_object() == key_edit ||
EditorNode::get_singleton()->get_inspector()->get_edited_object() == multi_key_edit) {
@@ -4871,7 +4852,6 @@ void AnimationTrackEditor::_clear_key_edit() {
memdelete(multi_key_edit);
multi_key_edit = NULL;
}
#endif
}
}