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Remove unused private variables in godot/scene
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@@ -48,12 +48,6 @@ private:
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};
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struct Output {
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AudioFrame vol;
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int bus_index = 0;
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Viewport *viewport = nullptr; //pointer only used for reference to previous mix
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};
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AudioStreamPlayerInternal *internal = nullptr;
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SafeNumeric<float> setplay{ -1.0 };
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@@ -122,14 +122,6 @@ private:
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}
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};
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struct SortAxis {
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const Particle *particles = nullptr;
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Vector2 axis;
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bool operator()(int p_a, int p_b) const {
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return axis.dot(particles[p_a].transform[2]) < axis.dot(particles[p_b].transform[2]);
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}
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};
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//
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bool one_shot = false;
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@@ -178,7 +170,6 @@ private:
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Vector<Vector2> emission_points;
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Vector<Vector2> emission_normals;
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Vector<Color> emission_colors;
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int emission_point_count = 0;
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real_t emission_ring_inner_radius = 0.8;
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real_t emission_ring_radius = 1.0;
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@@ -56,7 +56,6 @@ class Polygon2D : public Node2D {
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Size2 tex_scale = Vector2(1, 1);
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Vector2 tex_ofs;
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bool tex_tile = true;
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real_t tex_rot = 0.0;
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bool invert = false;
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real_t invert_border = 100.0;
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@@ -37,8 +37,6 @@ class Sprite2D : public Node2D {
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GDCLASS(Sprite2D, Node2D);
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Ref<Texture2D> texture;
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Color specular_color;
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real_t shininess = 0.0;
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#ifdef TOOLS_ENABLED
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bool dragging_to_resize_rect = false;
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@@ -36,8 +36,6 @@ class Viewport;
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class VisibleOnScreenNotifier2D : public Node2D {
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GDCLASS(VisibleOnScreenNotifier2D, Node2D);
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HashSet<Viewport *> viewports;
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Rect2 rect;
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bool show_rect = true;
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