cleanup. Change2DAnimState only sets a variable, and nothing else
ever changes it, so there's no harm in sending the same value repeatedly.
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@@ -1456,12 +1456,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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FOREACH_EnabledPlayer(p)
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{
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if(m_Background.GetDancingCharacters() != NULL)
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{
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if(m_Player[p].GetDancingCharacterState() != AS2D_IGNORE) // grab the state of play from player and update the character
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m_Background.GetDancingCharacters()->Change2DAnimState(p,m_Player[p].GetDancingCharacterState());
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m_Player[p].SetCharacterState(AS2D_IGNORE); // set to ignore as we've already grabbed the latest change
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}
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DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
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if( pCharacter != NULL )
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pCharacter->Change2DAnimState( p, m_Player[p].GetDancingCharacterState() );
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}
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//
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