diff --git a/stepmania/src/Background.cpp b/stepmania/src/Background.cpp index 11a19b6b29..edbbd6a4fb 100644 --- a/stepmania/src/Background.cpp +++ b/stepmania/src/Background.cpp @@ -116,8 +116,8 @@ protected: float m_fLastMusicSeconds; - BGAnimation m_DangerPlayer[NUM_PLAYERS]; - BGAnimation m_DangerAll; + AutoActor m_DangerPlayer[NUM_PLAYERS]; + AutoActor m_DangerAll; AutoActor m_DeadPlayer[NUM_PLAYERS]; @@ -196,9 +196,9 @@ void BackgroundImpl::Init() } } - m_DangerAll.LoadFromAniDir( THEME->GetPathB("ScreenGameplay","danger all") ); + m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") ); FOREACH_PlayerNumber( p ) - m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) ); + m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) ); FOREACH_PlayerNumber( p ) m_DeadPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) ); @@ -676,17 +676,17 @@ void BackgroundImpl::LoadFromSong( const Song* pSong ) // Re-sort. BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges ); - m_DangerAll.SetXY( (float)LEFT_EDGE, (float)TOP_EDGE ); - m_DangerAll.SetZoomX( fXZoom ); - m_DangerAll.SetZoomY( fYZoom ); + m_DangerAll->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE ); + m_DangerAll->SetZoomX( fXZoom ); + m_DangerAll->SetZoomY( fYZoom ); FOREACH_PlayerNumber( p ) { - m_DangerPlayer[p].SetXY( (float)LEFT_EDGE, (float)TOP_EDGE ); - m_DangerPlayer[p].SetZoomX( fXZoom ); - m_DangerPlayer[p].SetZoomY( fYZoom ); - m_DangerPlayer[p].FinishTweening(); - m_DangerPlayer[p].PlayCommand( "On" ); + m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE ); + m_DangerPlayer[p]->SetZoomX( fXZoom ); + m_DangerPlayer[p]->SetZoomY( fYZoom ); + m_DangerPlayer[p]->FinishTweening(); + m_DangerPlayer[p]->PlayCommand( "On" ); m_DeadPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE ); m_DeadPlayer[p]->SetZoomX( fXZoom ); @@ -852,13 +852,13 @@ void BackgroundImpl::Update( float fDeltaTime ) if( IsDangerAllVisible() ) { - m_DangerAll.Update( fDeltaTime ); + m_DangerAll->Update( fDeltaTime ); } FOREACH_PlayerNumber( p ) { if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) ) - m_DangerPlayer[p].Update( fDeltaTime ); + m_DangerPlayer[p]->Update( fDeltaTime ); if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) ) m_DeadPlayer[p]->Update( fDeltaTime ); @@ -889,7 +889,7 @@ void BackgroundImpl::DrawPrimitives() // Since this only shows when DANGER is visible, it will flash red on it's own accord :) if( m_pDancingCharacters ) m_pDancingCharacters->m_bDrawDangerLight = true; - m_DangerAll.Draw(); + m_DangerAll->Draw(); } if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE ) @@ -909,7 +909,7 @@ void BackgroundImpl::DrawPrimitives() FOREACH_PlayerNumber( p ) { if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) ) - m_DangerPlayer[p].Draw(); + m_DangerPlayer[p]->Draw(); if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) ) m_DeadPlayer[p]->Draw(); }