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Don't update lights during gameplay, don't update dancing characters …
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…during gameplay.
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Sam Feeney committed Sep 1, 2016
1 parent 91b0f3f commit 99fab7c
Showing 1 changed file with 8 additions and 3 deletions.
11 changes: 8 additions & 3 deletions src/ScreenGameplay.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1852,7 +1852,7 @@ void ScreenGameplay::Update( float fDeltaTime )
/* Don't know why haste rates are being updated when the mod is not in
use. Quickly checked whether or not doing this affects non-haste gameplay
and it doesn't appear to, nor should it. If it somehow does in certain
situations that should be addressed. -Mina*/
situations that should be addressed. - Mina*/
UpdateHasteRate();

float fHasteRate = GetHasteRate();
Expand Down Expand Up @@ -1882,7 +1882,10 @@ void ScreenGameplay::Update( float fDeltaTime )
this->PostScreenMessage( SM_NotesEnded, 0 );
}

// update 2d dancing characters
/* Soo the game tries to update these even if there aren't any and even if they're turned off by default
I don't think so. - Mina*/

/* don't update 2d dancing characters
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
DancingCharacters *pCharacter = NULL;
Expand Down Expand Up @@ -1915,6 +1918,7 @@ void ScreenGameplay::Update( float fDeltaTime )
pCharacter->Change2DAnimState( pi->m_pn, state );
}
}
*/

// Check for enemy death in enemy battle
static float fLastSeenEnemyHealth = 1;
Expand Down Expand Up @@ -2010,7 +2014,8 @@ void ScreenGameplay::Update( float fDeltaTime )
}

PlayTicks();
UpdateLights();
//UpdateLights(); // Does nothing but use inefficient timing data functions for no reason. - Mina
//SendCrossedMessages() // Putting this back just in case I found out it _actually_ does something - Mina

if( !m_bForceNoNetwork && NSMAN->useSMserver )
{
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