Move kmatrix_screen into local scope
It is only used inside one function, so there is no need to store it into the structure.
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@ -175,7 +175,6 @@ struct kmatrix_screen : ignore_window_pointer_t
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{
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grs_main_bitmap background;
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fix64 end_time;
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int playing;
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kmatrix_network network;
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kmatrix_result result;
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};
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@ -324,24 +323,24 @@ static window_event_result kmatrix_handler(window *, const d_event &event, kmatr
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if (km->network != kmatrix_network::offline)
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multi_do_protocol_frame(0, 1);
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km->playing = 0;
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uint8_t playing = 0;
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// Check if all connected players are also looking at this screen ...
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range_for (auto &i, Players)
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if (i.connected)
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if (i.connected != CONNECT_END_MENU && i.connected != CONNECT_DIED_IN_MINE)
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{
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km->playing = 1;
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playing = 1;
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break;
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}
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// ... and let the reactor blow sky high!
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if (!km->playing)
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if (!playing)
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LevelUniqueControlCenterState.Countdown_seconds_left = -1;
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// If Reactor is finished and end_time not inited, set the time when we will exit this loop
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const auto Countdown_seconds_left = LevelUniqueControlCenterState.Countdown_seconds_left;
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if (km->end_time == -1 && Countdown_seconds_left < 0 && !km->playing)
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if (km->end_time == -1 && Countdown_seconds_left < 0 && !playing)
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km->end_time = timer_query() + (KMATRIX_VIEW_SEC * F1_0);
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// Check if end_time has been reached and exit loop
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@ -369,7 +368,7 @@ static window_event_result kmatrix_handler(window *, const d_event &event, kmatr
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}
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kmatrix_redraw(km);
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kmatrix_status_msg(*grd_curcanv, km->playing ? Countdown_seconds_left : f2i(timer_query() - km->end_time), km->playing);
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kmatrix_status_msg(*grd_curcanv, playing ? Countdown_seconds_left : f2i(timer_query() - km->end_time), playing);
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break;
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}
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@ -398,7 +397,6 @@ kmatrix_result kmatrix_view(const kmatrix_network network)
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km.network = network;
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km.end_time = -1;
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km.playing = 0;
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km.result = kmatrix_result::proceed;
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set_screen_mode( SCREEN_MENU );
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