allow using a model for hold tails

This commit is contained in:
Glenn Maynard
2003-07-09 05:57:48 +00:00
parent a3956e8dd4
commit 2af0ab21ed
2 changed files with 12 additions and 12 deletions
+9 -9
View File
@@ -232,14 +232,14 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldTailActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail active "+sNoteType[i]) );
m_sprHoldTailInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive "+sNoteType[i]) );
m_pHoldTailActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail active "+sNoteType[i]) );
m_pHoldTailInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldTailActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail active") );
m_sprHoldTailInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive") );
m_pHoldTailActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail active") );
m_pHoldTailInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive") );
}
}
@@ -363,7 +363,7 @@ Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bActive )
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
Actor* NoteDisplay::GetHoldTailActor( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldTailAnimationIsNoteColor )
@@ -371,16 +371,16 @@ Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldTailActive[nt] : &m_sprHoldTailInactive[nt];
Actor *pActorOut = bActive ? m_pHoldTailActive[nt] : m_pHoldTailInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
*pActorOut,
cache->m_fHoldTailAnimationLengthInBeats,
cache->m_bHoldTailAnimationIsVivid,
cache->m_bHoldTailAnimationIsNoteColor );
return pSpriteOut;
return pActorOut;
}
@@ -645,7 +645,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
// Draw the tail
//
{
Sprite* pSprTail = GetHoldTailSprite( hn.fStartBeat, bActive );
Actor* pSprTail = GetHoldTailActor( hn.fStartBeat, bActive );
const float fY = fYTail;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
+3 -3
View File
@@ -36,10 +36,10 @@ protected:
void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor );
Actor *GetTapNoteActor( float fNoteBeat );
Actor *GetHoldHeadActor( float fNoteBeat, bool bActive );
Actor* GetHoldTailActor( float fNoteBeat, bool bActive );
Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bActive );
Sprite *GetHoldBodySprite( float fNoteBeat, bool bActive );
Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bActive );
Sprite *GetHoldTailSprite( float fNoteBeat, bool bActive );
PlayerNumber m_PlayerNumber; // to look up PlayerOptions
@@ -56,8 +56,8 @@ protected:
Sprite m_sprHoldBodyInactive[NOTE_COLOR_IMAGES];
Sprite m_sprHoldBottomCapActive[NOTE_COLOR_IMAGES];
Sprite m_sprHoldBottomCapInactive[NOTE_COLOR_IMAGES];
Sprite m_sprHoldTailActive[NOTE_COLOR_IMAGES];
Sprite m_sprHoldTailInactive[NOTE_COLOR_IMAGES];
Actor* m_pHoldTailActive[NOTE_COLOR_IMAGES];
Actor* m_pHoldTailInactive[NOTE_COLOR_IMAGES];
};
#endif