continue phasing out BASE_PATH and SLASH
This commit is contained in:
+14
-14
@@ -19,13 +19,13 @@
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bool Character::Load( CString sCharDir )
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{
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// Save character directory
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if( sCharDir.Right(1)!=SLASH )
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sCharDir += SLASH;
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if( sCharDir.Right(1) != "/" )
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sCharDir += "/";
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m_sCharDir = sCharDir;
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// Save character name
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vector<CString> as;
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split( sCharDir, SLASH, as );
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split( sCharDir, "/", as );
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m_sName = as.back();
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// Save attacks
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@@ -61,9 +61,9 @@ CString Character::GetModelPath() const
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return "";
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}
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CString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest" SLASH)); }
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CString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp" SLASH)); }
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CString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance" SLASH)); }
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CString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest/")); }
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CString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp/")); }
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CString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance/")); }
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CString Character::GetTakingABreakPath() const
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{
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CStringArray as;
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@@ -144,21 +144,21 @@ CString Character::GetHeadPath() const
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bool Character::Has2DElems()
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{
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if( DoesFileExist(m_sCharDir + SLASH + "2DFail" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DFever" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DGood" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DGood/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DMiss" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DMiss/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DWin" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DWin/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DWinFever" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DWinFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DGreat" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DGreat/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + SLASH + "2DIdle" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DIdle/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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return false;
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}
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