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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. # Conflicts: # src/g_levellocals.h # src/s_sndseq.cpp
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1 changed files with 1 additions and 6 deletions
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@ -222,7 +222,6 @@ static bool TwiddleSeqNum (int &sequence, seqtype_t type);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FSoundSequencePtrArray Sequences;
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int ActiveSequences;
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DSeqNode *DSeqNode::SequenceListHead;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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@ -415,7 +414,6 @@ void DSeqNode::OnDestroy()
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m_Next->m_Prev = m_Prev;
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GC::WriteBarrier(m_Next, m_Prev);
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}
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ActiveSequences--;
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Super::OnDestroy();
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}
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@ -835,8 +833,6 @@ void DSeqNode::ActivateSequence (int sequence)
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m_CurrentSoundID = 0;
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m_Volume = 1; // Start at max volume...
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m_Atten = ATTN_IDLE; // ...and idle attenuation
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ActiveSequences++;
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}
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DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
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@ -1331,7 +1327,6 @@ void DSeqNode::Tick ()
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int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
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if (seqnum >= 0)
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{ // Found a match, and it's a good one too.
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ActiveSequences--;
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ActivateSequence (seqnum);
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break;
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}
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@ -1366,7 +1361,7 @@ void SN_UpdateActiveSequences (void)
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{
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DSeqNode *node;
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if (!ActiveSequences || paused)
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if (paused)
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{ // No sequences currently playing/game is paused
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return;
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}
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