cleanup, comment
This commit is contained in:
+11
-9
@@ -416,17 +416,15 @@ void Actor::Update( float fDeltaTime )
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if( m_bFirstUpdate )
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if( m_bFirstUpdate )
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m_bFirstUpdate = false;
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m_bFirstUpdate = false;
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if( m_fHibernateSecondsLeft > 0 )
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{
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{
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float fHibernate = m_fHibernateSecondsLeft;
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m_fHibernateSecondsLeft -= fDeltaTime;
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m_fHibernateSecondsLeft -= fDeltaTime;
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m_fHibernateSecondsLeft = max( 0, m_fHibernateSecondsLeft );
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if( m_fHibernateSecondsLeft > 0 )
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/* If we're hibernating for 8 seconds, and fDeltaTime is 10 seconds, then
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* set fDeltaTime to 2. */
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fDeltaTime = max( fDeltaTime - fHibernate, 0 );
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if( fDeltaTime == 0 )
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return;
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return;
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/* Grab the leftover time. */
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fDeltaTime = -m_fHibernateSecondsLeft;
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m_fHibernateSecondsLeft = 0;
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}
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}
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switch( m_EffectClock )
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switch( m_EffectClock )
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@@ -434,7 +432,11 @@ void Actor::Update( float fDeltaTime )
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case CLOCK_TIMER:
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case CLOCK_TIMER:
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m_fSecsIntoEffect += fDeltaTime;
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m_fSecsIntoEffect += fDeltaTime;
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m_fEffectDelta = fDeltaTime;
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m_fEffectDelta = fDeltaTime;
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m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds + m_fEffectDelay );
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/* Wrap the counter, so it doesn't increase indefinitely (causing loss of
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* precision if a screen is left to sit for a day). */
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if( m_fSecsIntoEffect >= m_fEffectPeriodSeconds + m_fEffectDelay )
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m_fSecsIntoEffect -= m_fEffectPeriodSeconds + m_fEffectDelay;
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break;
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break;
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case CLOCK_BGM_BEAT:
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case CLOCK_BGM_BEAT:
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