diff --git a/stepmania/src/ScreenManager.cpp b/stepmania/src/ScreenManager.cpp index bc51e603fa..c87e92cfbd 100644 --- a/stepmania/src/ScreenManager.cpp +++ b/stepmania/src/ScreenManager.cpp @@ -682,19 +682,17 @@ void ScreenManager::LoadDelayedScreen() // Pop the top screen, if any. ScreenMessage SM = PopTopScreenInternal(); - /* We have a screen to display. Delete the current screens and load it. - * If DelayedScreenLoad is true and the screen isn't already loaded, delete - * old screens first; this lowers memory requirements, but results in - * redundant loads as we unload common data. (If the screen is already - * loaded, then do this cleanup later; otherwise we'll delete the prepared - * screen.) */ + /* We have a screen to display. Delete the current screens and load it. */ bool bTimeToDeleteScreens = (g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end()); vector apActorsToDelete; if( bTimeToDeleteScreens && !ScreenIsPrepped(sScreenName) ) { /* It's time to delete all old prepared screens. Depending on DelayedScreenLoad, * we can either delete the screens before or after we load the new screen. Either - * way, we must remove them from the prepared list before we prepare new screens. */ + * way, we must remove them from the prepared list before we prepare new screens. + * + * If DelayedScreenLoad is true, delete them now; this lowers memory requirements, + * but results in redundant loads as we unload common data. */ if( PREFSMAN->m_bDelayedScreenLoad ) DeletePreparedScreens(); else