[ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to hit them.
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@@ -13,6 +13,11 @@ _____________________________________________________________________________
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sm-ssc v1.2 | 201012xx
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sm-ssc v1.2 | 201012xx
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--------------------------------------------------------------------------------
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20101228
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--------
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* [ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to
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hit them. [freem]
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20101227
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20101227
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--------
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--------
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* [ScreenHowToPlay] Added CharacterName metric, which will force the Character
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* [ScreenHowToPlay] Added CharacterName metric, which will force the Character
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@@ -82,12 +82,12 @@ void ScreenHowToPlay::Init()
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m_pmDancePad = new Model;
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m_pmDancePad = new Model;
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m_pmDancePad->SetName( "Pad" );
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m_pmDancePad->SetName( "Pad" );
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m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
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m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
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// xxx: hardcoded rotation -freem
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// xxx: hardcoded rotation. can be undone, but still. -freem
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m_pmDancePad->SetRotationX( 35 );
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m_pmDancePad->SetRotationX( 35 );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad );
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}
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}
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// Display random character
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// Display a character
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vector<Character*> vpCharacters;
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vector<Character*> vpCharacters;
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CHARMAN->GetCharacters( vpCharacters );
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CHARMAN->GetCharacters( vpCharacters );
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if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
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if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
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@@ -115,7 +115,7 @@ void ScreenHowToPlay::Init()
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m_pmCharacter->SetDefaultAnimation( "rest" );
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m_pmCharacter->SetDefaultAnimation( "rest" );
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m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
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m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
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// xxx: hardcoded rotation -freem
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// xxx: hardcoded rotation. can be undone, but still. -freem
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter );
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@@ -262,9 +262,15 @@ void ScreenHowToPlay::Update( float fDelta )
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if( m_iW2s > m_iNumW2s )
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if( m_iW2s > m_iNumW2s )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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// Per the above code, we don't always want the character stepping.
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// If they try to make all of the steps in the miss part, they look
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// silly. Have then stand still instead. - freem
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if ( m_pmCharacter )
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if ( m_pmCharacter )
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{
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if( m_iW2s <= m_iNumW2s )
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Step();
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Step();
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}
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}
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}
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ScreenAttract::Update( fDelta );
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ScreenAttract::Update( fDelta );
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}
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}
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