allow short-circuiting lights logic when lights are not in use

This commit is contained in:
Glenn Maynard
2004-12-03 23:26:59 +00:00
parent c9e523ef09
commit 5f0f8a6d28
3 changed files with 7 additions and 6 deletions
+3
View File
@@ -54,6 +54,9 @@ LightsManager::~LightsManager()
void LightsManager::Update( float fDeltaTime )
{
if( !IsEnabled() )
return;
// update lights falloff
{
FOREACH_CabinetLight( cl )
+1
View File
@@ -53,6 +53,7 @@ public:
~LightsManager();
void Update( float fDeltaTime );
bool IsEnabled() const { return m_pDriver != NULL; }
void BlinkCabinetLight( CabinetLight cl );
void BlinkGameButton( GameInput gi );
+3 -6
View File
@@ -19,12 +19,9 @@ LightsDriver *MakeLightsDriver(CString driver)
if( !driver.CompareNoCase("WeedTech") ) ret = new LightsDriver_LinuxWeedTech;
if( !driver.CompareNoCase("LinuxParallel") ) ret = new LightsDriver_LinuxParallel;
#endif
if( !driver.CompareNoCase("Null") || ret == NULL )
{
if( driver.CompareNoCase("Null") )
LOG->Warn( "Unknown lights driver name: %s", driver.c_str() );
ret = new LightsDriver_Null;
}
if( ret == NULL && driver.CompareNoCase("Null") )
LOG->Warn( "Unknown lights driver name: %s", driver.c_str() );
return ret;
}