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- removed the ActiveSequences counter.
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It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.
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coelckers committed Feb 10, 2019
1 parent 072018b commit af5a2fe
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Showing 3 changed files with 1 addition and 6 deletions.
1 change: 0 additions & 1 deletion src/g_levellocals.h
Expand Up @@ -600,7 +600,6 @@ struct FLevelLocals
int airsupply;
int DefaultEnvironment; // Default sound environment.

int ActiveSequences;
DSeqNode *SequenceListHead;

// [RH] particle globals
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1 change: 0 additions & 1 deletion src/p_saveg.cpp
Expand Up @@ -932,7 +932,6 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
Thinkers.DestroyAllThinkers();
interpolator.ClearInterpolations();
arc.ReadObjects(hubload);
ActiveSequences = 0;
}

arc("multiplayer", multiplayer);
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5 changes: 1 addition & 4 deletions src/s_sndseq.cpp
Expand Up @@ -406,7 +406,6 @@ void DSeqNode::OnDestroy()
m_Next->m_Prev = m_Prev;
GC::WriteBarrier(m_Next, m_Prev);
}
Level->ActiveSequences--;
Super::OnDestroy();
}

Expand Down Expand Up @@ -827,7 +826,6 @@ void DSeqNode::ActivateSequence (int sequence)
m_CurrentSoundID = 0;
m_Volume = 1; // Start at max volume...
m_Atten = ATTN_IDLE; // ...and idle attenuation
Level->ActiveSequences++;
}

DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
Expand Down Expand Up @@ -1323,7 +1321,6 @@ void DSeqNode::Tick ()
int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
if (seqnum >= 0)
{ // Found a match, and it's a good one too.
Level->ActiveSequences--;
ActivateSequence (seqnum);
break;
}
Expand Down Expand Up @@ -1358,7 +1355,7 @@ void SN_UpdateActiveSequences (FLevelLocals *Level)
{
DSeqNode *node;

if (!Level->ActiveSequences || paused)
if (paused)
{ // No sequences currently playing/game is paused
return;
}
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