split out ApplyWaitingTransforms
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@@ -393,6 +393,18 @@ void PlayerMinus::Update( float fDeltaTime )
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// process transforms that are waiting to be applied
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ApplyWaitingTransforms();
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/* Cache any newly-used note skins. Normally, the only new skins cached now are
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* when we're adding course modifiers at the start of a song. If this is spending
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* time loading skins in the middle of a song, something is wrong. */
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m_pNoteField->CacheAllUsedNoteSkins();
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ActorFrame::Update( fDeltaTime );
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}
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void PlayerMinus::ApplyWaitingTransforms()
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{
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for( unsigned j=0; j<GAMESTATE->m_ModsToApply[m_PlayerNumber].size(); j++ )
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{
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const Attack &mod = GAMESTATE->m_ModsToApply[m_PlayerNumber][j];
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@@ -415,13 +427,6 @@ void PlayerMinus::Update( float fDeltaTime )
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m_pNoteField->CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat) );
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}
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GAMESTATE->m_ModsToApply[m_PlayerNumber].clear();
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/* Cache any newly-used note skins. Normally, the only new skins cached now are
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* when we're adding course modifiers at the start of a song. If this is spending
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* time loading skins in the middle of a song, something is wrong. */
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m_pNoteField->CacheAllUsedNoteSkins();
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ActorFrame::Update( fDeltaTime );
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}
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void PlayerMinus::DrawPrimitives()
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