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:
@@ -1456,12 +1456,9 @@ void ScreenGameplay::Update( float fDeltaTime )
|
|||||||
//
|
//
|
||||||
FOREACH_EnabledPlayer(p)
|
FOREACH_EnabledPlayer(p)
|
||||||
{
|
{
|
||||||
if(m_Background.GetDancingCharacters() != NULL)
|
DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
|
||||||
{
|
if( pCharacter != NULL )
|
||||||
if(m_Player[p].GetDancingCharacterState() != AS2D_IGNORE) // grab the state of play from player and update the character
|
pCharacter->Change2DAnimState( p, m_Player[p].GetDancingCharacterState() );
|
||||||
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
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
|
|||||||
Reference in New Issue
Block a user