m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;

!m_bPastHereWeGo was the usual case.
This commit is contained in:
Glenn Maynard
2005-10-10 04:36:04 +00:00
parent 7efd17ad8f
commit 1168414cf0
12 changed files with 20 additions and 17 deletions
+1 -1
View File
@@ -969,7 +969,7 @@ void BrightnessOverlay::Update( float fDeltaTime )
ActorFrame::Update( fDeltaTime );
/* If we're actually playing, then we're past fades, etc; update the background
* brightness to follow Cover. */
if( GAMESTATE->m_bPastHereWeGo )
if( !GAMESTATE->m_bGameplayLeadIn )
SetActualBrightness();
}
+4 -4
View File
@@ -188,15 +188,15 @@ void DancingCharacters::Update( float fDelta )
}
}
static bool bWasHereWeGo = false;
bool bIsHereWeGo = GAMESTATE->m_bPastHereWeGo;
if( !bWasHereWeGo && bIsHereWeGo )
static bool bWasGameplayStarting = false;
bool bGameplayStarting = GAMESTATE->m_bGameplayLeadIn;
if( !bWasGameplayStarting && bGameplayStarting )
{
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
m_pCharacter[p]->PlayAnimation( "warmup" );
}
bWasHereWeGo = bIsHereWeGo;
bWasGameplayStarting = bGameplayStarting;
static float fLastBeat = GAMESTATE->m_fSongBeat;
+4 -2
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@@ -73,7 +73,7 @@ GameState::GameState() :
m_pCurSteps( Message_CurrentStepsP1Changed ),
m_pCurCourse( Message_CurrentCourseChanged ),
m_pCurTrail( Message_CurrentTrailP1Changed ),
m_bPastHereWeGo( Message_HereWeGoChanged ),
m_bGameplayLeadIn( Message_GameplayLeadInChanged ),
m_stEdit( Message_EditStepsTypeChanged ),
m_pEditSourceSteps( Message_EditSourceStepsChanged ),
m_stEditSource( Message_EditSourceStepsTypeChanged ),
@@ -583,7 +583,7 @@ void GameState::ResetMusicStatistics()
m_fSongBeat = 0;
m_fCurBPS = 10;
m_bFreeze = false;
m_bPastHereWeGo.Set( false );
m_bGameplayLeadIn.Set( false );
Actor::SetBGMTime( 0, 0 );
}
@@ -2007,6 +2007,7 @@ public:
static int IsEventMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsEventMode() ); return 1; }
static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
static int GetSongBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fSongBeat ); return 1; }
static int GetGameplayStarting( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
static int IsSideJoined( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bSideIsJoined[(PlayerNumber)IArg(1)] ); return 1; }
@@ -2087,6 +2088,7 @@ public:
ADD_METHOD( IsEventMode );
ADD_METHOD( GetNumPlayersEnabled );
ADD_METHOD( GetSongBeat );
ADD_METHOD( GetGameplayStarting );
ADD_METHOD( PlayerUsingBothSides );
ADD_METHOD( GetCoins );
ADD_METHOD( IsSideJoined );
+1 -1
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@@ -160,7 +160,7 @@ public:
float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
bool m_bFreeze; // in the middle of a freeze
RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
BroadcastOnChange<bool> m_bPastHereWeGo;
BroadcastOnChange<bool> m_bGameplayLeadIn;
int m_BeatToNoteSkinRev; /* hack: incremented whenever m_BeatToNoteSkin changes */
void ResetNoteSkins();
+1
View File
@@ -20,6 +20,7 @@ static const CString MessageNames[] = {
"CurrentCourseChanged",
"CurrentTrailP1Changed",
"CurrentTrailP2Changed",
"GameplayLeadInChanged",
"EditStepsTypeChanged",
"EditSourceStepsChanged",
"EditSourceStepsTypeChanged",
+1 -1
View File
@@ -35,7 +35,7 @@ enum Message
Message_CurrentCourseChanged,
Message_CurrentTrailP1Changed,
Message_CurrentTrailP2Changed,
Message_HereWeGoChanged,
Message_GameplayLeadInChanged,
Message_EditStepsTypeChanged,
Message_EditSourceStepsChanged,
Message_EditSourceStepsTypeChanged,
+1 -1
View File
@@ -66,7 +66,7 @@ void ScreenDemonstration::Init()
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc.
GAMESTATE->m_bPastHereWeGo.Set( true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
m_DancingState = STATE_DANCING;
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
+3 -3
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@@ -602,7 +602,7 @@ void ScreenEdit::Init()
m_fBeatToReturnTo = 0;
GAMESTATE->m_bPastHereWeGo.Set( false );
GAMESTATE->m_bGameplayLeadIn.Set( true );
GAMESTATE->m_EditMode = EDIT_MODE.GetValue();
GAMESTATE->m_fSongBeat = 0;
m_fTrailingBeat = GAMESTATE->m_fSongBeat;
@@ -1927,7 +1927,7 @@ void ScreenEdit::TransitionEditState( EditState em )
SOUND->StopMusic();
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying();
GAMESTATE->m_bPastHereWeGo.Set( false );
GAMESTATE->m_bGameplayLeadIn.Set( true );
switch( old )
{
@@ -1988,7 +1988,7 @@ void ScreenEdit::TransitionEditState( EditState em )
float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
GAMESTATE->m_bPastHereWeGo.Set( true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
/* Reset the note skin, in case preferences have changed. */
GAMESTATE->ResetNoteSkins();
+1 -1
View File
@@ -24,7 +24,7 @@ void ScreenGameplayLesson::Init()
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo.Set( true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
m_DancingState = STATE_DANCING;
+1 -1
View File
@@ -149,7 +149,7 @@ void ScreenHowToPlay::Init()
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_bPastHereWeGo.Set( true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
m_pPlayer = new Player;
+1 -1
View File
@@ -237,7 +237,7 @@ void ScreenJukebox::Init()
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo.Set( true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
m_DancingState = STATE_DANCING;
}
+1 -1
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@@ -154,7 +154,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
}
GAMESTATE->m_bPastHereWeGo.Set( true ); // enable the gray arrows
GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
FOREACH_PlayerNumber( p )
{