reorder a bit to allow draw some debug stuff at actors update
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d5777f6764
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1 changed files with 15 additions and 15 deletions
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@ -465,24 +465,10 @@ void Engine::updateDisplayScene() {
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if (!_currScene)
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if (!_currScene)
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return;
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return;
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// Update actor costumes & sets
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g_driver->clearScreen();
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for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
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Actor *a = *i;
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// Update the actor's costumes & chores
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g_currentUpdatedActor = *i;
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// Note that the actor need not be visible to update chores, for example:
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// when Manny has just brought Meche back he is offscreen several times
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// when he needs to perform certain chores
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if (a->inSet(_currScene->name()))
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a->update();
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}
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g_currentUpdatedActor = NULL;
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_prevSmushFrame = 0;
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_prevSmushFrame = 0;
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g_driver->clearScreen();
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_currScene->drawBackground();
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_currScene->drawBackground();
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// Draw underlying scene components
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// Draw underlying scene components
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@ -520,6 +506,20 @@ void Engine::updateDisplayScene() {
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_currScene->setupLights();
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_currScene->setupLights();
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// Update actor costumes & sets
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for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
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Actor *a = *i;
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// Update the actor's costumes & chores
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g_currentUpdatedActor = *i;
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// Note that the actor need not be visible to update chores, for example:
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// when Manny has just brought Meche back he is offscreen several times
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// when he needs to perform certain chores
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if (a->inSet(_currScene->name()))
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a->update();
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}
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g_currentUpdatedActor = NULL;
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// Draw actors
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// Draw actors
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for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
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for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
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Actor *a = *i;
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Actor *a = *i;
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