Join lines to make them more readable. This is not an 80x25 project ...

This commit is contained in:
Glenn Maynard
2006-11-03 03:47:33 +00:00
parent 9b493aea9f
commit 31c63d16dd
+9 -17
View File
@@ -87,26 +87,18 @@ public:
private:
void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid );
Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat );
Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part,
float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part,
float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
float fYHead, float fYTail, int fYStep,
float fPercentFadeToFail, float fColorScale, bool bGlow,
float fYStartOffset, float fYEndOffset );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
float fYTail, float fPercentFadeToFail, float fColorScale,
void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
float fYHead, float fPercentFadeToFail, float fColorScale,
void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset );
const PlayerState *m_pPlayerState; // to look up PlayerOptions