cleanup of whitespace again
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+12
-15
@@ -18,7 +18,7 @@
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* TODO:
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* - Metrics/Lua for lighting and camera sweeping.
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* - Ability to load secondary elements i.e. stages.
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* - Remove support for 2D characters? There's no need for them (Lua can do it).
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* - Remove support for 2D characters (Lua can do it).
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* - Cleanup!
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*
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* -- Colby
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@@ -43,7 +43,6 @@ const float MODEL_X_ONE_PLAYER = 0;
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const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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DancingCharacters::DancingCharacters()
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{
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m_bDrawDangerLight = false;
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@@ -68,28 +67,28 @@ DancingCharacters::DancingCharacters()
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{
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m_bgIdle[p].Load( sCurrentAnim );
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m_bgIdle[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DMiss";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bgMiss[p].Load( sCurrentAnim );
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m_bgMiss[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DGood";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bgGood[p].Load( sCurrentAnim );
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m_bgGood[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DGreat";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bgGreat[p].Load( sCurrentAnim );
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m_bgGreat[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DFever";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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@@ -121,12 +120,12 @@ DancingCharacters::DancingCharacters()
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if( pChar->GetModelPath().empty() )
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continue;
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if( GAMESTATE->GetNumPlayersEnabled()==2 )
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m_pCharacter[p]->SetX( MODEL_X_TWO_PLAYERS[p] );
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else
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m_pCharacter[p]->SetX( MODEL_X_ONE_PLAYER );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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@@ -165,7 +164,7 @@ void DancingCharacters::LoadNextSong()
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ASSERT( GAMESTATE->m_pCurSong );
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m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_pCharacter[p]->PlayAnimation( "rest" );
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@@ -177,7 +176,7 @@ void DancingCharacters::Update( float fDelta )
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{
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if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay )
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{
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// spin the camera Matrix style
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// spin the camera Matrix-style
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m_CameraPanYStart += fDelta*40;
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m_CameraPanYEnd += fDelta*40;
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}
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@@ -209,7 +208,6 @@ void DancingCharacters::Update( float fDelta )
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}
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bWasGameplayStarting = bGameplayStarting;
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static float fLastBeat = GAMESTATE->m_fSongBeat;
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float fThisBeat = GAMESTATE->m_fSongBeat;
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if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
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@@ -220,7 +218,6 @@ void DancingCharacters::Update( float fDelta )
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}
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fLastBeat = fThisBeat;
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// time for a new sweep?
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if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat )
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{
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@@ -230,7 +227,7 @@ void DancingCharacters::Update( float fDelta )
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m_CameraDistance = CAMERA_SWEEP_DISTANCE + RandomInt(-1,1) * CAMERA_SWEEP_DISTANCE_VARIANCE;
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m_CameraPanYStart = m_CameraPanYEnd = RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_RANGE_DEGREES;
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m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_STILL_LOOK_AT_HEIGHT;
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m_CameraPanYEnd += RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES;
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m_fCameraHeightStart = m_fCameraHeightEnd = m_fCameraHeightStart + RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE;
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@@ -337,7 +334,7 @@ void DancingCharacters::DrawPrimitives()
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bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
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RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(1,0.95f,0.925f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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@@ -364,7 +361,7 @@ void DancingCharacters::DrawPrimitives()
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}
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DISPLAY->CameraPopMatrix();
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/*
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// Ugly! -Colby
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// now draw any potential 2D stuff
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