cleanup
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@@ -45,6 +45,8 @@ LightsManager::LightsManager(CString sDriver)
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{
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ZERO( m_fSecsLeftInCabinetLightBlink );
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ZERO( m_fSecsLeftInGameButtonBlink );
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ZERO( m_fActorLights );
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ZERO( m_fSecsLeftInActorLightBlink );
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m_LightsMode = LIGHTSMODE_JOINING;
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m_pDriver = MakeLightsDriver(sDriver);
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@@ -63,15 +65,9 @@ LightsManager::~LightsManager()
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static const float g_fLightEffectRiseSeconds = 0.075f;
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static const float g_fLightEffectFalloffSeconds = 0.35f;
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// duration to "power" an actor light
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static float g_fCabinetLightDuration[NUM_CABINET_LIGHTS];
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// current "power" of each actor light
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static float g_fCabinetLights[NUM_CABINET_LIGHTS];
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void LightsManager::BlinkActorLight( CabinetLight cl )
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{
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g_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
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m_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
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}
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float LightsManager::GetActorLightLatencySeconds() const
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@@ -87,23 +83,23 @@ void LightsManager::Update( float fDeltaTime )
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FOREACH_CabinetLight( cl )
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{
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float fTime = fDeltaTime;
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float &fDuration = g_fCabinetLightDuration[cl];
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float &fDuration = m_fCabinetLightDuration[cl];
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if( fDuration > 0 )
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{
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/* The light has power left. Brighten it. */
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float fSeconds = min( fDuration, fTime );
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fDuration -= fSeconds;
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fTime -= fSeconds;
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fapproach( g_fCabinetLights[cl], 1, fSeconds / g_fLightEffectRiseSeconds );
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fapproach( m_fCabinetLights[cl], 1, fSeconds / g_fLightEffectRiseSeconds );
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}
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if( fTime > 0 )
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{
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/* The light is out of power. Dim it. */
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fapproach( g_fCabinetLights[cl], 0, fTime / g_fLightEffectFalloffSeconds );
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fapproach( m_fCabinetLights[cl], 0, fTime / g_fLightEffectFalloffSeconds );
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}
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Actor::SetBGMLight( cl, g_fCabinetLights[cl] );
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Actor::SetBGMLight( cl, m_fCabinetLights[cl] );
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}
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if( !IsEnabled() )
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@@ -80,6 +80,8 @@ private:
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float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
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float m_fSecsLeftInGameButtonBlink[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
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float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
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float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
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LightsDriver* m_pDriver;
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LightsMode m_LightsMode;
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