m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
This commit is contained in:
@@ -969,7 +969,7 @@ void BrightnessOverlay::Update( float fDeltaTime )
|
|||||||
ActorFrame::Update( fDeltaTime );
|
ActorFrame::Update( fDeltaTime );
|
||||||
/* If we're actually playing, then we're past fades, etc; update the background
|
/* If we're actually playing, then we're past fades, etc; update the background
|
||||||
* brightness to follow Cover. */
|
* brightness to follow Cover. */
|
||||||
if( GAMESTATE->m_bPastHereWeGo )
|
if( !GAMESTATE->m_bGameplayLeadIn )
|
||||||
SetActualBrightness();
|
SetActualBrightness();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -188,15 +188,15 @@ void DancingCharacters::Update( float fDelta )
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool bWasHereWeGo = false;
|
static bool bWasGameplayStarting = false;
|
||||||
bool bIsHereWeGo = GAMESTATE->m_bPastHereWeGo;
|
bool bGameplayStarting = GAMESTATE->m_bGameplayLeadIn;
|
||||||
if( !bWasHereWeGo && bIsHereWeGo )
|
if( !bWasGameplayStarting && bGameplayStarting )
|
||||||
{
|
{
|
||||||
FOREACH_PlayerNumber( p )
|
FOREACH_PlayerNumber( p )
|
||||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||||
m_pCharacter[p]->PlayAnimation( "warmup" );
|
m_pCharacter[p]->PlayAnimation( "warmup" );
|
||||||
}
|
}
|
||||||
bWasHereWeGo = bIsHereWeGo;
|
bWasGameplayStarting = bGameplayStarting;
|
||||||
|
|
||||||
|
|
||||||
static float fLastBeat = GAMESTATE->m_fSongBeat;
|
static float fLastBeat = GAMESTATE->m_fSongBeat;
|
||||||
|
|||||||
@@ -73,7 +73,7 @@ GameState::GameState() :
|
|||||||
m_pCurSteps( Message_CurrentStepsP1Changed ),
|
m_pCurSteps( Message_CurrentStepsP1Changed ),
|
||||||
m_pCurCourse( Message_CurrentCourseChanged ),
|
m_pCurCourse( Message_CurrentCourseChanged ),
|
||||||
m_pCurTrail( Message_CurrentTrailP1Changed ),
|
m_pCurTrail( Message_CurrentTrailP1Changed ),
|
||||||
m_bPastHereWeGo( Message_HereWeGoChanged ),
|
m_bGameplayLeadIn( Message_GameplayLeadInChanged ),
|
||||||
m_stEdit( Message_EditStepsTypeChanged ),
|
m_stEdit( Message_EditStepsTypeChanged ),
|
||||||
m_pEditSourceSteps( Message_EditSourceStepsChanged ),
|
m_pEditSourceSteps( Message_EditSourceStepsChanged ),
|
||||||
m_stEditSource( Message_EditSourceStepsTypeChanged ),
|
m_stEditSource( Message_EditSourceStepsTypeChanged ),
|
||||||
@@ -583,7 +583,7 @@ void GameState::ResetMusicStatistics()
|
|||||||
m_fSongBeat = 0;
|
m_fSongBeat = 0;
|
||||||
m_fCurBPS = 10;
|
m_fCurBPS = 10;
|
||||||
m_bFreeze = false;
|
m_bFreeze = false;
|
||||||
m_bPastHereWeGo.Set( false );
|
m_bGameplayLeadIn.Set( false );
|
||||||
Actor::SetBGMTime( 0, 0 );
|
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 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 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 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 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 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; }
|
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( IsEventMode );
|
||||||
ADD_METHOD( GetNumPlayersEnabled );
|
ADD_METHOD( GetNumPlayersEnabled );
|
||||||
ADD_METHOD( GetSongBeat );
|
ADD_METHOD( GetSongBeat );
|
||||||
|
ADD_METHOD( GetGameplayStarting );
|
||||||
ADD_METHOD( PlayerUsingBothSides );
|
ADD_METHOD( PlayerUsingBothSides );
|
||||||
ADD_METHOD( GetCoins );
|
ADD_METHOD( GetCoins );
|
||||||
ADD_METHOD( IsSideJoined );
|
ADD_METHOD( IsSideJoined );
|
||||||
|
|||||||
@@ -160,7 +160,7 @@ public:
|
|||||||
float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
|
float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
|
||||||
bool m_bFreeze; // in the middle of a freeze
|
bool m_bFreeze; // in the middle of a freeze
|
||||||
RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
|
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 */
|
int m_BeatToNoteSkinRev; /* hack: incremented whenever m_BeatToNoteSkin changes */
|
||||||
void ResetNoteSkins();
|
void ResetNoteSkins();
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ static const CString MessageNames[] = {
|
|||||||
"CurrentCourseChanged",
|
"CurrentCourseChanged",
|
||||||
"CurrentTrailP1Changed",
|
"CurrentTrailP1Changed",
|
||||||
"CurrentTrailP2Changed",
|
"CurrentTrailP2Changed",
|
||||||
|
"GameplayLeadInChanged",
|
||||||
"EditStepsTypeChanged",
|
"EditStepsTypeChanged",
|
||||||
"EditSourceStepsChanged",
|
"EditSourceStepsChanged",
|
||||||
"EditSourceStepsTypeChanged",
|
"EditSourceStepsTypeChanged",
|
||||||
|
|||||||
@@ -35,7 +35,7 @@ enum Message
|
|||||||
Message_CurrentCourseChanged,
|
Message_CurrentCourseChanged,
|
||||||
Message_CurrentTrailP1Changed,
|
Message_CurrentTrailP1Changed,
|
||||||
Message_CurrentTrailP2Changed,
|
Message_CurrentTrailP2Changed,
|
||||||
Message_HereWeGoChanged,
|
Message_GameplayLeadInChanged,
|
||||||
Message_EditStepsTypeChanged,
|
Message_EditStepsTypeChanged,
|
||||||
Message_EditSourceStepsChanged,
|
Message_EditSourceStepsChanged,
|
||||||
Message_EditSourceStepsTypeChanged,
|
Message_EditSourceStepsTypeChanged,
|
||||||
|
|||||||
@@ -66,7 +66,7 @@ void ScreenDemonstration::Init()
|
|||||||
|
|
||||||
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc.
|
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;
|
m_DancingState = STATE_DANCING;
|
||||||
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
|
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
|
||||||
|
|||||||
@@ -602,7 +602,7 @@ void ScreenEdit::Init()
|
|||||||
m_fBeatToReturnTo = 0;
|
m_fBeatToReturnTo = 0;
|
||||||
|
|
||||||
|
|
||||||
GAMESTATE->m_bPastHereWeGo.Set( false );
|
GAMESTATE->m_bGameplayLeadIn.Set( true );
|
||||||
GAMESTATE->m_EditMode = EDIT_MODE.GetValue();
|
GAMESTATE->m_EditMode = EDIT_MODE.GetValue();
|
||||||
GAMESTATE->m_fSongBeat = 0;
|
GAMESTATE->m_fSongBeat = 0;
|
||||||
m_fTrailingBeat = GAMESTATE->m_fSongBeat;
|
m_fTrailingBeat = GAMESTATE->m_fSongBeat;
|
||||||
@@ -1927,7 +1927,7 @@ void ScreenEdit::TransitionEditState( EditState em )
|
|||||||
SOUND->StopMusic();
|
SOUND->StopMusic();
|
||||||
m_soundMusic.StopPlaying();
|
m_soundMusic.StopPlaying();
|
||||||
m_soundAssistTick.StopPlaying();
|
m_soundAssistTick.StopPlaying();
|
||||||
GAMESTATE->m_bPastHereWeGo.Set( false );
|
GAMESTATE->m_bGameplayLeadIn.Set( true );
|
||||||
|
|
||||||
switch( old )
|
switch( old )
|
||||||
{
|
{
|
||||||
@@ -1988,7 +1988,7 @@ void ScreenEdit::TransitionEditState( EditState em )
|
|||||||
float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
|
float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
|
||||||
GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
|
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. */
|
/* Reset the note skin, in case preferences have changed. */
|
||||||
GAMESTATE->ResetNoteSkins();
|
GAMESTATE->ResetNoteSkins();
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ void ScreenGameplayLesson::Init()
|
|||||||
|
|
||||||
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
|
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;
|
m_DancingState = STATE_DANCING;
|
||||||
|
|
||||||
|
|||||||
@@ -149,7 +149,7 @@ void ScreenHowToPlay::Init()
|
|||||||
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
|
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
|
||||||
|
|
||||||
GAMESTATE->m_pCurSong.Set( &m_Song );
|
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;
|
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
|
||||||
|
|
||||||
m_pPlayer = new Player;
|
m_pPlayer = new Player;
|
||||||
|
|||||||
@@ -237,7 +237,7 @@ void ScreenJukebox::Init()
|
|||||||
|
|
||||||
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
|
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;
|
m_DancingState = STATE_DANCING;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 )
|
FOREACH_PlayerNumber( p )
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user