continue phasing out BASE_PATH and SLASH

This commit is contained in:
Glenn Maynard
2003-12-10 09:26:05 +00:00
parent d6af0593d3
commit 11870a6072
21 changed files with 91 additions and 93 deletions
+8 -8
View File
@@ -63,7 +63,7 @@ DancingCharacters::DancingCharacters()
CString sCharacterDirectory = pChar->m_sCharDir;
CString sCurrentAnim;
sCurrentAnim = sCharacterDirectory + "2DIdle";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasIdleAnim[p] = m_bHas2DElements[p] = true;
m_bgIdle[p].LoadFromAniDir( sCurrentAnim );
@@ -71,7 +71,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DMiss";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasMissAnim[p] = m_bHas2DElements[p] = true;
m_bgMiss[p].LoadFromAniDir( sCurrentAnim );
@@ -79,7 +79,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DGood";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasGoodAnim[p] = m_bHas2DElements[p] = true;
m_bgGood[p].LoadFromAniDir( sCurrentAnim );
@@ -87,7 +87,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DGreat";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasGreatAnim[p] = m_bHas2DElements[p] = true;
m_bgGreat[p].LoadFromAniDir( sCurrentAnim );
@@ -95,7 +95,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DFever";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasFeverAnim[p] = m_bHas2DElements[p] = true;
m_bgFever[p].LoadFromAniDir( sCurrentAnim );
@@ -103,7 +103,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DFail";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasFailAnim[p] = m_bHas2DElements[p] = true;
m_bgFail[p].LoadFromAniDir( sCurrentAnim );
@@ -111,7 +111,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DWin";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasWinAnim[p] = m_bHas2DElements[p] = true;
m_bgWin[p].LoadFromAniDir( sCurrentAnim );
@@ -119,7 +119,7 @@ DancingCharacters::DancingCharacters()
}
sCurrentAnim = sCharacterDirectory + "2DWinFever";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bHasWinFeverAnim[p] = m_bHas2DElements[p] = true;
m_bgWinFever[p].LoadFromAniDir( sCurrentAnim );