diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index 2605a8fc65..768f8fb281 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -170,7 +170,6 @@ Actor::Actor( const Actor &cpy ): CPY( m_VertAlign ); CPY( m_Effect ); - CPY( m_sEffectCommand ); CPY( m_fSecsIntoEffect ); CPY( m_fEffectDelta ); CPY( m_fEffectRampUp ); @@ -268,19 +267,6 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties if( m_Effect == no_effect ) { } - else if( m_Effect == effect_lua ) - { - /* Allow a Lua function to set the frame's draw state. This may be expensive - * and has not been well-benchmarked yet; use wisely. This allows arbitrary - * effects, instead of the mess of parameters below. (In fact, all this does - * is run a command, but to avoid calling RunCommand() all the time, and due - * to the fact that this is the only place where the TempState is meaningful, - * we treat this as an effect.) */ - m_pTempState = &tempState; - tempState = m_current; - - PlayCommand( m_sEffectCommand ); - } else { m_pTempState = &tempState; @@ -825,12 +811,6 @@ void Actor::SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, floa // effect "macros" -void Actor::SetEffectLua( const RString &sCommand ) -{ - m_Effect = effect_lua; - m_sEffectCommand = sCommand; -} - void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != diffuse_blink ) @@ -1292,7 +1272,6 @@ public: static int shadowlength( T* p, lua_State *L ) { p->SetShadowLength(FArg(1)); return 0; } static int horizalign( T* p, lua_State *L ) { p->SetHorizAlign(Enum::Check(L, 1)); return 0; } static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check(L, 1)); return 0; } - static int luaeffect( T* p, lua_State *L ) { p->SetEffectLua(SArg(1)); return 0; } static int diffuseblink( T* p, lua_State *L ) { p->SetEffectDiffuseBlink(); return 0; } static int diffuseshift( T* p, lua_State *L ) { p->SetEffectDiffuseShift(); return 0; } static int diffuseramp( T* p, lua_State *L ) { p->SetEffectDiffuseRamp(); return 0; } @@ -1469,7 +1448,6 @@ public: ADD_METHOD( shadowlength ); ADD_METHOD( horizalign ); ADD_METHOD( vertalign ); - ADD_METHOD( luaeffect ); ADD_METHOD( diffuseblink ); ADD_METHOD( diffuseshift ); ADD_METHOD( diffuseramp ); diff --git a/stepmania/src/Actor.h b/stepmania/src/Actor.h index 341ced45ff..c95f1d6780 100644 --- a/stepmania/src/Actor.h +++ b/stepmania/src/Actor.h @@ -63,7 +63,7 @@ public: static void SetBGMTime( float fTime, float fBeat ); static void SetBGMLight( int iLightNumber, float fCabinetLights ); - enum Effect { no_effect, effect_lua, + enum Effect { no_effect, diffuse_blink, diffuse_shift, diffuse_ramp, glow_blink, glow_shift, rainbow, @@ -231,9 +231,7 @@ public: virtual float GetTweenTimeLeft() const; // Amount of time until all tweens have stopped TweenState& DestTweenState() // where Actor will end when its tween finish { - if( m_pTempState != NULL ) // effect_lua running - return *m_pTempState; - else if( m_Tweens.empty() ) // not tweening + if( m_Tweens.empty() ) // not tweening return m_current; else return m_Tweens.back()->state; @@ -277,7 +275,6 @@ public: void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; } RageVector3 GetEffectMagnitude() const { return m_vEffectMagnitude; } - void SetEffectLua( const RString &sCommand ); void SetEffectDiffuseBlink( float fEffectPeriodSeconds = 1.0f, RageColor c1 = RageColor(0.5f,0.5f,0.5f,1), @@ -429,7 +426,6 @@ protected: // Stuff for effects // Effect m_Effect; - RString m_sEffectCommand; // effect_lua float m_fSecsIntoEffect; float m_fEffectDelta;