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- removed the ActiveSequences counter.

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 af5a2fe5225ca5b11c5fcdf9b488345a159f3871
Showing with 1 addition and 6 deletions.
  1. +0 −1 src/g_levellocals.h
  2. +0 −1 src/p_saveg.cpp
  3. +1 −4 src/s_sndseq.cpp
@@ -600,7 +600,6 @@ struct FLevelLocals
int airsupply;
int DefaultEnvironment; // Default sound environment.

int ActiveSequences;
DSeqNode *SequenceListHead;

// [RH] particle globals
@@ -932,7 +932,6 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
Thinkers.DestroyAllThinkers();
interpolator.ClearInterpolations();
arc.ReadObjects(hubload);
ActiveSequences = 0;
}

arc("multiplayer", multiplayer);
@@ -406,7 +406,6 @@ void DSeqNode::OnDestroy()
m_Next->m_Prev = m_Prev;
GC::WriteBarrier(m_Next, m_Prev);
}
Level->ActiveSequences--;
Super::OnDestroy();
}

@@ -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)
@@ -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;
}
@@ -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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