split out ApplyWaitingTransforms

This commit is contained in:
Glenn Maynard
2003-12-23 02:17:28 +00:00
parent 825543a381
commit 116d92cbd2
2 changed files with 14 additions and 7 deletions
+12 -7
View File
@@ -393,6 +393,18 @@ void PlayerMinus::Update( float fDeltaTime )
// process transforms that are waiting to be applied
ApplyWaitingTransforms();
/* Cache any newly-used note skins. Normally, the only new skins cached now are
* when we're adding course modifiers at the start of a song. If this is spending
* time loading skins in the middle of a song, something is wrong. */
m_pNoteField->CacheAllUsedNoteSkins();
ActorFrame::Update( fDeltaTime );
}
void PlayerMinus::ApplyWaitingTransforms()
{
for( unsigned j=0; j<GAMESTATE->m_ModsToApply[m_PlayerNumber].size(); j++ )
{
const Attack &mod = GAMESTATE->m_ModsToApply[m_PlayerNumber][j];
@@ -415,13 +427,6 @@ void PlayerMinus::Update( float fDeltaTime )
m_pNoteField->CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat) );
}
GAMESTATE->m_ModsToApply[m_PlayerNumber].clear();
/* Cache any newly-used note skins. Normally, the only new skins cached now are
* when we're adding course modifiers at the start of a song. If this is spending
* time loading skins in the middle of a song, something is wrong. */
m_pNoteField->CacheAllUsedNoteSkins();
ActorFrame::Update( fDeltaTime );
}
void PlayerMinus::DrawPrimitives()