[ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to hit them.

This commit is contained in:
AJ Kelly
2010-12-28 13:44:38 -06:00
parent efe31cfd63
commit 10e2f0ab3a
2 changed files with 17 additions and 6 deletions
+5
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@@ -13,6 +13,11 @@ _____________________________________________________________________________
sm-ssc v1.2 | 201012xx sm-ssc v1.2 | 201012xx
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
20101228
--------
* [ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to
hit them. [freem]
20101227 20101227
-------- --------
* [ScreenHowToPlay] Added CharacterName metric, which will force the Character * [ScreenHowToPlay] Added CharacterName metric, which will force the Character
+10 -4
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@@ -82,12 +82,12 @@ void ScreenHowToPlay::Init()
m_pmDancePad = new Model; m_pmDancePad = new Model;
m_pmDancePad->SetName( "Pad" ); m_pmDancePad->SetName( "Pad" );
m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) ); m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
// xxx: hardcoded rotation -freem // xxx: hardcoded rotation. can be undone, but still. -freem
m_pmDancePad->SetRotationX( 35 ); m_pmDancePad->SetRotationX( 35 );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad );
} }
// Display random character // Display a character
vector<Character*> vpCharacters; vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters ); CHARMAN->GetCharacters( vpCharacters );
if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() ) if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
@@ -115,7 +115,7 @@ void ScreenHowToPlay::Init()
m_pmCharacter->SetDefaultAnimation( "rest" ); m_pmCharacter->SetDefaultAnimation( "rest" );
m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating. m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
// xxx: hardcoded rotation -freem // xxx: hardcoded rotation. can be undone, but still. -freem
m_pmCharacter->SetRotationX( 40 ); m_pmCharacter->SetRotationX( 40 );
m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter );
@@ -262,8 +262,14 @@ void ScreenHowToPlay::Update( float fDelta )
if( m_iW2s > m_iNumW2s ) if( m_iW2s > m_iNumW2s )
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN; GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
// Per the above code, we don't always want the character stepping.
// If they try to make all of the steps in the miss part, they look
// silly. Have then stand still instead. - freem
if ( m_pmCharacter ) if ( m_pmCharacter )
Step(); {
if( m_iW2s <= m_iNumW2s )
Step();
}
} }
ScreenAttract::Update( fDelta ); ScreenAttract::Update( fDelta );