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https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-09 10:29:45 +01:00
Remove unnecessary middleman game.infocus
It does the same thing as key.isActive, so no need to make it a separate variable.
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5052391f60
commit
a87ebd2945
3 changed files with 4 additions and 10 deletions
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@ -117,7 +117,6 @@ bool GetButtonFromString(const char *pText, SDL_GameControllerButton *button)
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void Game::init(void)
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{
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mutebutton = 0;
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infocus = true;
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muted = false;
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musicmuted = false;
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musicmutebutton = 0;
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@ -179,7 +179,6 @@ public:
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int jumppressed;
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int gravitycontrol;
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bool infocus;
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bool muted;
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int mutebutton;
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bool musicmuted;
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@ -203,7 +203,6 @@ int main(int argc, char *argv[])
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graphics.init();
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game.init();
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game.infocus = true;
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// This loads music too...
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graphics.reloadresources();
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@ -351,7 +350,6 @@ int main(int argc, char *argv[])
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}
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#endif
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game.infocus = true;
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key.isActive = true;
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game.gametimer = 0;
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@ -425,7 +423,7 @@ void inline deltaloop()
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const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
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graphics.alpha = alpha;
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if (game.infocus)
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if (key.isActive)
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{
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switch (game.gamestate)
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{
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@ -466,8 +464,6 @@ void inline deltaloop()
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void inline fixedloop()
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{
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game.infocus = key.isActive;
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// Update network per frame.
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NETWORK_update();
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@ -501,7 +497,7 @@ void inline fixedloop()
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game.press_map = false;
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}
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if(!game.infocus)
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if(!key.isActive)
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{
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Mix_Pause(-1);
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Mix_PauseMusic();
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@ -605,11 +601,11 @@ void inline fixedloop()
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}
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//Screen effects timers
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if (game.infocus && game.flashlight > 0)
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if (key.isActive && game.flashlight > 0)
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{
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game.flashlight--;
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}
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if (game.infocus && game.screenshake > 0)
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if (key.isActive && game.screenshake > 0)
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{
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game.screenshake--;
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graphics.updatescreenshake();
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