remove EffectCommand. Use SetDrawFunction instead; it's cleaner
and can modify any property, not just tweened properties.
This commit is contained in:
@@ -170,7 +170,6 @@ Actor::Actor( const Actor &cpy ):
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CPY( m_VertAlign );
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CPY( m_Effect );
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CPY( m_sEffectCommand );
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CPY( m_fSecsIntoEffect );
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CPY( m_fEffectDelta );
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CPY( m_fEffectRampUp );
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@@ -268,19 +267,6 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
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if( m_Effect == no_effect )
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{
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}
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else if( m_Effect == effect_lua )
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{
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/* Allow a Lua function to set the frame's draw state. This may be expensive
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* and has not been well-benchmarked yet; use wisely. This allows arbitrary
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* effects, instead of the mess of parameters below. (In fact, all this does
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* is run a command, but to avoid calling RunCommand() all the time, and due
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* to the fact that this is the only place where the TempState is meaningful,
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* we treat this as an effect.) */
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m_pTempState = &tempState;
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tempState = m_current;
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PlayCommand( m_sEffectCommand );
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}
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else
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{
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m_pTempState = &tempState;
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@@ -825,12 +811,6 @@ void Actor::SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, floa
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// effect "macros"
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void Actor::SetEffectLua( const RString &sCommand )
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{
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m_Effect = effect_lua;
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m_sEffectCommand = sCommand;
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}
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void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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if( m_Effect != diffuse_blink )
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@@ -1292,7 +1272,6 @@ public:
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static int shadowlength( T* p, lua_State *L ) { p->SetShadowLength(FArg(1)); return 0; }
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static int horizalign( T* p, lua_State *L ) { p->SetHorizAlign(Enum::Check<HorizAlign>(L, 1)); return 0; }
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static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check<VertAlign>(L, 1)); return 0; }
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static int luaeffect( T* p, lua_State *L ) { p->SetEffectLua(SArg(1)); return 0; }
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static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; }
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static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; }
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static int diffuseramp( T* p, lua_State *L ) { p->SetEffectDiffuseRamp(); return 0; }
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@@ -1469,7 +1448,6 @@ public:
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ADD_METHOD( shadowlength );
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ADD_METHOD( horizalign );
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ADD_METHOD( vertalign );
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ADD_METHOD( luaeffect );
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ADD_METHOD( diffuseblink );
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ADD_METHOD( diffuseshift );
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ADD_METHOD( diffuseramp );
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@@ -63,7 +63,7 @@ public:
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static void SetBGMTime( float fTime, float fBeat );
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static void SetBGMLight( int iLightNumber, float fCabinetLights );
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enum Effect { no_effect, effect_lua,
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enum Effect { no_effect,
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diffuse_blink, diffuse_shift, diffuse_ramp,
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glow_blink, glow_shift,
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rainbow,
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@@ -231,9 +231,7 @@ public:
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virtual float GetTweenTimeLeft() const; // Amount of time until all tweens have stopped
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TweenState& DestTweenState() // where Actor will end when its tween finish
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{
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if( m_pTempState != NULL ) // effect_lua running
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return *m_pTempState;
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else if( m_Tweens.empty() ) // not tweening
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if( m_Tweens.empty() ) // not tweening
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return m_current;
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else
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return m_Tweens.back()->state;
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@@ -277,7 +275,6 @@ public:
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void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; }
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RageVector3 GetEffectMagnitude() const { return m_vEffectMagnitude; }
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void SetEffectLua( const RString &sCommand );
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void SetEffectDiffuseBlink(
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float fEffectPeriodSeconds = 1.0f,
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RageColor c1 = RageColor(0.5f,0.5f,0.5f,1),
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@@ -429,7 +426,6 @@ protected:
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// Stuff for effects
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//
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Effect m_Effect;
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RString m_sEffectCommand; // effect_lua
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float m_fSecsIntoEffect;
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float m_fEffectDelta;
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