- SW: Remove unused bool DrawScreen from draw screen code.

This commit is contained in:
Mitchell Richters 2022-09-07 22:16:16 +10:00 committed by Christoph Oelckers
parent c9e33b92cc
commit 7c7eb038d8

View file

@ -65,7 +65,6 @@ int display_mirror;
static int OverlapDraw = false;
extern bool QuitFlag, SpriteInfo;
extern bool Voxel;
bool DrawScreen;
extern int f_c;
extern TILE_INFO_TYPE aVoxelArray[MAXTILES];
@ -1137,9 +1136,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
// prediction player if prediction is on, else regular player
PLAYER* camerapp = (PredictionOn && CommEnabled && pp == Player+myconnectindex) ? ppp : pp;
DrawScreen = true;
PreDraw();
PreUpdatePanel(interpfrac);
if (!sceneonly)
@ -1228,10 +1225,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
RestorePortalState();
if (sceneonly)
{
DrawScreen = false;
return;
}
MarkSectorSeen(pp->cursector);
@ -1285,16 +1279,10 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
DrawText(twod, font, CR_UNTRANSLATED, 160-w, 100, str, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
}
if (!CommEnabled && (pp->Flags & PF_DEAD))
{
if (ReloadPrompt)
{
ReloadPrompt = false;
}
}
if (!CommEnabled && (pp->Flags & PF_DEAD) && ReloadPrompt)
ReloadPrompt = false;
PostDraw();
DrawScreen = false;
}
bool GameInterface::GenerateSavePic()