Move G_HandleAsync() into game.h as 'static inline' and use everywhere else.

git-svn-id: https://svn.eduke32.com/eduke32@2996 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-09-05 17:25:34 +00:00
parent 9311432cbf
commit e417274c1e
5 changed files with 15 additions and 26 deletions

View File

@ -332,8 +332,7 @@ void G_PlayAnim(const char *fn,char t)
do
{
handleevents();
Net_GetPackets();
G_HandleAsync();
if (I_CheckAllInput())
{
@ -404,8 +403,7 @@ void G_PlayAnim(const char *fn,char t)
while (totalclock < ototalclock)
{
handleevents();
Net_GetPackets();
G_HandleAsync();
if (I_CheckAllInput())
goto ENDOFANIMLOOP;

View File

@ -1919,12 +1919,6 @@ void P_DoQuote(int32_t q, DukePlayer_t *p)
////////// OFTEN-USED FEW-LINERS //////////
static void G_HandleAsync(void)
{
handleevents();
Net_GetPackets();
}
static void handle_events_while_no_input(void)
{
I_ClearInputWaiting();

View File

@ -335,6 +335,12 @@ extern char forcegl;
#define Net_EnterText(x, y, t, dalen, c) _EnterText(1,x,y,t,dalen,c)
#define S_StopSound(num) S_StopEnvSound(num, -1)
static inline void G_HandleAsync(void)
{
handleevents();
Net_GetPackets();
}
// sector effector lotags
enum {
SE_16_REACTOR = 16,

View File

@ -2005,8 +2005,7 @@ void Net_WaitForServer(void)
if (g_netClientPeer)
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(packbuf, 2, ENET_PACKET_FLAG_RELIABLE));
handleevents();
Net_GetPackets();
G_HandleAsync();
if (g_player[0].pingcnt > server_ready)
{

View File

@ -330,10 +330,8 @@ static void G_PrecacheSounds(void)
{
j++;
if ((j&7) == 0)
{
handleevents();
Net_GetPackets();
}
G_HandleAsync();
G_CacheSound(i);
}
}
@ -545,10 +543,8 @@ void G_CacheMapData(void)
MUSIC_Update();
if ((j&7) == 0)
{
handleevents();
Net_GetPackets();
}
G_HandleAsync();
if (totalclock - tc > TICRATE/4)
{
/*Bsprintf(tempbuf,"%d resources remaining\n",g_precacheCount-pc+1);*/
@ -1446,16 +1442,12 @@ void G_NewGame(int32_t vn,int32_t ln,int32_t sk)
DukePlayer_t *p = g_player[0].ps;
int32_t i;
handleevents();
Net_GetPackets();
G_HandleAsync();
if (g_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle)
{
while (S_CheckSoundPlaying(-1, g_skillSoundID))
{
handleevents();
Net_GetPackets();
}
G_HandleAsync();
}
g_skillSoundID = -1;