Simplify. GAMESTATE->m_pCurCharacters[pl] is always set.

This commit is contained in:
Glenn Maynard
2003-11-02 03:46:23 +00:00
parent a81a1b4ed4
commit 5574fe505c
+6 -16
View File
@@ -123,15 +123,10 @@ bool BeginnerHelper::CanUse()
if( GAMESTATE->m_CurGame != GAME_DANCE ) if( GAMESTATE->m_CurGame != GAME_DANCE )
return false; return false;
vector<Character*> apCharacters; switch( GAMESTATE->m_CurStyle )
GAMESTATE->GetCharacters( apCharacters );
if( apCharacters.size() == 0 )
return false;
switch (GAMESTATE->m_CurStyle)
{ {
case STYLE_DANCE_SOLO: case STYLE_DANCE_SOLO:
case STYLE_DANCE_DOUBLE: return false; case STYLE_DANCE_DOUBLE: return false;
} }
return true; return true;
} }
@@ -182,13 +177,7 @@ bool BeginnerHelper::Initialize( int iDancePadType )
if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() != DIFFICULTY_BEGINNER ) if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() != DIFFICULTY_BEGINNER )
continue; continue;
// if there is no character set, try loading a random one. const Character *Character = GAMESTATE->m_pCurCharacters[pl];
// XXX: If the character is turned on by us, it should be reverted
Character *Character = GAMESTATE->m_pCurCharacters[pl];
if( Character == NULL )
Character = GAMESTATE->GetRandomCharacter();
/* If there aren't any characters, CanUse() should have returned false. */
ASSERT( Character != NULL ); ASSERT( Character != NULL );
// Load textures // Load textures
@@ -212,7 +201,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
m_mDancer[pl].m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating. m_mDancer[pl].m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
} }
return (m_bInitialized = true); m_bInitialized = true;
return true;
} }
void BeginnerHelper::FlashOnce() void BeginnerHelper::FlashOnce()