+22
-22
@@ -285,11 +285,11 @@ void NoteDisplay::Update( float fDeltaTime )
|
||||
|
||||
void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLength, bool bVivid )
|
||||
{
|
||||
// -inf ... inf
|
||||
/* -inf ... inf */
|
||||
float fBeatOrSecond = cache->m_bAnimationBasedOnBeats ? GAMESTATE->m_fSongBeat : GAMESTATE->m_fMusicSeconds;
|
||||
// -len ... +len
|
||||
/* -len ... +len */
|
||||
float fPercentIntoAnimation = fmodf( fBeatOrSecond, fAnimationLength );
|
||||
// -1 ... 1
|
||||
/* -1 ... 1 */
|
||||
fPercentIntoAnimation /= fAnimationLength;
|
||||
|
||||
if( bVivid )
|
||||
@@ -304,7 +304,7 @@ void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAni
|
||||
}
|
||||
else
|
||||
{
|
||||
// 0 ... 1, wrapped
|
||||
/* 0 ... 1, wrapped */
|
||||
if( fPercentIntoAnimation < 0 )
|
||||
fPercentIntoAnimation += 1.0f;
|
||||
}
|
||||
@@ -416,8 +416,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
|
||||
|
||||
if( bWrapping )
|
||||
{
|
||||
/* For very large hold notes, shift the texture coordinates to be near 0,
|
||||
* so we don't send very large values to the renderer. */
|
||||
/* For very large hold notes, shift the texture coordinates to be near 0, so we
|
||||
* don't send very large values to the renderer. */
|
||||
const float fDistFromTop = fYStartPos - fYTop;
|
||||
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
|
||||
fTexCoordTop += fAddToTexCoord;
|
||||
@@ -479,8 +479,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
|
||||
|
||||
if( queue.Free() < 3 || bLast )
|
||||
{
|
||||
/* The queue is full. Render it, clear the buffer, and move back
|
||||
* a step to start off the strip again. */
|
||||
/* The queue is full. Render it, clear the buffer, and move back a step to
|
||||
* start off the strip again. */
|
||||
if( !bAllAreTransparent )
|
||||
{
|
||||
FOREACH( Sprite*, vpSpr, spr )
|
||||
@@ -542,7 +542,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
|
||||
DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
|
||||
DISPLAY->SetZWrite( bWavyPartsNeedZBuffer );
|
||||
|
||||
// Hack: Z effects need a finer grain step.
|
||||
/* Hack: Z effects need a finer grain step. */
|
||||
const int fYStep = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
|
||||
|
||||
if( bFlipHoldBody )
|
||||
@@ -641,23 +641,23 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
|
||||
/* The body and caps should have no overlap, so their order doesn't matter.
|
||||
* Draw the head last, so it appears on top. */
|
||||
float fBeat = NoteRowToBeat(iRow);
|
||||
/*
|
||||
if( !cache->m_bHoldHeadIsAboveWavyParts )
|
||||
{
|
||||
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
|
||||
DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
}
|
||||
if( !cache->m_bHoldTailIsAboveWavyParts )
|
||||
{
|
||||
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
|
||||
DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
}
|
||||
*/
|
||||
//if( !cache->m_bHoldHeadIsAboveWavyParts )
|
||||
//{
|
||||
// Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
|
||||
// DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
//}
|
||||
//if( !cache->m_bHoldTailIsAboveWavyParts )
|
||||
//{
|
||||
// Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
|
||||
// DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
//}
|
||||
|
||||
DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, true, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
|
||||
// These set the texture mode themselves.
|
||||
/* These set the texture mode themselves. */
|
||||
// this part was modified in pumpmania, where it flips the draw order
|
||||
// of the head and tail. Perhaps make this a theme/noteskin metric? -aj
|
||||
if( cache->m_bHoldTailIsAboveWavyParts )
|
||||
{
|
||||
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
|
||||
|
||||
+2
-7
@@ -5,7 +5,6 @@
|
||||
#include "RageLog.h"
|
||||
#include "RadarValues.h"
|
||||
#include "Steps.h"
|
||||
#include "NoteSkinManager.h"
|
||||
|
||||
PlayerState::PlayerState()
|
||||
{
|
||||
@@ -29,9 +28,6 @@ void PlayerState::Reset()
|
||||
|
||||
m_iCpuSkill = 5;
|
||||
|
||||
m_iNoteSkinColSpacing = 0;
|
||||
m_iNoteSkinArrowSize = 0;
|
||||
|
||||
m_iLastPositiveSumOfAttackLevels = 0;
|
||||
m_fSecondsUntilAttacksPhasedOut = 0;
|
||||
m_bAttackBeganThisUpdate = false;
|
||||
@@ -193,10 +189,9 @@ int PlayerState::GetSumOfActiveAttackLevels() const
|
||||
return iSum;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
void PlayerState::LoadNoteSkinMetrics()
|
||||
{
|
||||
/*
|
||||
// Read metrics from current noteskin for setting row/col spacing and
|
||||
// arrow size (originally from StepMania AMX)
|
||||
|
||||
@@ -211,8 +206,8 @@ void PlayerState::LoadNoteSkinMetrics()
|
||||
// todo: allow per-column spacing values? -aj
|
||||
m_iNoteSkinColSpacing = NOTESKIN->GetMetricI( m_sNoteSkin, sStepsType, "ColSpacing" );
|
||||
m_iNoteSkinArrowSize = NOTESKIN->GetMetricI( m_sNoteSkin, sStepsType, "ArrowSize" );
|
||||
*/
|
||||
}
|
||||
*/
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
|
||||
@@ -47,9 +47,11 @@ public:
|
||||
ModsGroup<PlayerOptions> m_PlayerOptions;
|
||||
|
||||
// Metricable noteskin things
|
||||
/*
|
||||
void LoadNoteSkinMetrics();
|
||||
int m_iNoteSkinColSpacing;
|
||||
int m_iNoteSkinArrowSize;
|
||||
*/
|
||||
// not sure I want to let noteskins change row spacing, as that changes how
|
||||
// the speed mods work... -aj
|
||||
//int m_iNoteSkinRowSpacing;
|
||||
|
||||
Reference in New Issue
Block a user