cleanup. Change2DAnimState only sets a variable, and nothing else

ever changes it, so there's no harm in sending the same value repeatedly.
This commit is contained in:
Glenn Maynard
2005-02-07 04:02:38 +00:00
parent 5a83da5411
commit c37de6424a
+3 -6
View File
@@ -1456,12 +1456,9 @@ void ScreenGameplay::Update( float fDeltaTime )
//
FOREACH_EnabledPlayer(p)
{
if(m_Background.GetDancingCharacters() != NULL)
{
if(m_Player[p].GetDancingCharacterState() != AS2D_IGNORE) // grab the state of play from player and update the character
m_Background.GetDancingCharacters()->Change2DAnimState(p,m_Player[p].GetDancingCharacterState());
m_Player[p].SetCharacterState(AS2D_IGNORE); // set to ignore as we've already grabbed the latest change
}
DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
if( pCharacter != NULL )
pCharacter->Change2DAnimState( p, m_Player[p].GetDancingCharacterState() );
}
//