@@ -1292,10 +1292,9 @@ void MovableMan::Update() {
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// ---TEMP---
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// Reset the draw HUD roster line settings
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- m_SortTeamRoster[Activity::TeamOne] = false ;
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- m_SortTeamRoster[Activity::TeamTwo] = false ;
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- m_SortTeamRoster[Activity::TeamThree] = false ;
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- m_SortTeamRoster[Activity::TeamFour] = false ;
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+ for (int team = Activity::TeamOne; team < Activity::MaxTeamCount; ++team) {
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+ m_SortTeamRoster[team] = false ;
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+ }
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// Move all last frame's alarm events into the proper buffer, and clear out the new one to fill up with this frame's
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for (AlarmEvent* alarmEvent: m_AlarmEvents) {
@@ -1683,28 +1682,16 @@ void MovableMan::Update() {
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// We've finished stuff that can interact with lua script, so it's the ideal time to start a gc run
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g_LuaMan.StartAsyncGarbageCollection ();
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- // //////////////////////////////////////////////////////////////////////
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// Draw the MO matter and IDs to their layers for next frame
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m_DrawMOIDsTask = g_ThreadMan.GetPriorityThreadPool ().submit ([this ]() {
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UpdateDrawMOIDs ();
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});
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- // //////////////////////////////////////////////////////////////////
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- // Draw the MO colors ONLY if this is a drawn update!
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-
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- if (g_TimerMan.DrawnSimUpdate ())
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- Draw (g_SceneMan.GetMOColorBitmap ());
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-
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// Sort team rosters if necessary
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- {
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- if (m_SortTeamRoster[Activity::TeamOne])
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- m_ActorRoster[Activity::TeamOne].sort (MOXPosComparison ());
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- if (m_SortTeamRoster[Activity::TeamTwo])
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- m_ActorRoster[Activity::TeamTwo].sort (MOXPosComparison ());
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- if (m_SortTeamRoster[Activity::TeamThree])
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- m_ActorRoster[Activity::TeamThree].sort (MOXPosComparison ());
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- if (m_SortTeamRoster[Activity::TeamFour])
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- m_ActorRoster[Activity::TeamFour].sort (MOXPosComparison ());
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+ for (int team = Activity::TeamOne; team < Activity::MaxTeamCount; ++team) {
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+ if (m_SortTeamRoster[Activity::TeamOne]) {
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+ m_ActorRoster[team].sort (MOXPosComparison ());
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+ }
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}
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}
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