Rewrite attack handling. (This isn't intended to be fast or scalable--the

old code wasn't, either--I just want to get rid of the extra DrawActor
code path.  This feature should probably just be removed.)
This commit is contained in:
Glenn Maynard
2007-01-04 01:03:36 +00:00
parent 644eaec3a3
commit 3811d3d51c
2 changed files with 14 additions and 13 deletions
+13
View File
@@ -1010,7 +1010,20 @@ void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSam
bUseLighting = cache->m_bTapNoteUseLighting;
}
if( tn.type == TapNote::attack )
{
Lua *L = LUA->Get();
LuaTable tab;
LuaHelpers::Push( L, tn.sAttackModifiers );
tab.Set( L, "Modifiers" );
pActor->PlayCommand( "SetAttack", &tab );
LUA->Release( L );
}
DrawActor( tn, pActor, iCol, fBeat, bIsAddition, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( tn.type == TapNote::attack )
pActor->PlayCommand( "UnsetAttack" );
}
/*
+1 -13
View File
@@ -858,20 +858,8 @@ void NoteField::DrawPrimitives()
bool bIsAddition = (tn.source == TapNote::addition);
bool bIsHopoPossible = (tn.bHopoPossible);
bool bUseAdditionColoring = bIsAddition || bIsHopoPossible;
bool bIsAttack = (tn.type == TapNote::attack);
NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
if( bIsAttack )
{
Sprite sprite;
sprite.Load( THEME->GetPathG("NoteField","attack "+tn.sAttackModifiers) );
float fBeat = NoteRowToBeat(i);
displayCols->display[c].DrawActor( tn, &sprite, c, fBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, false, NotePart_Tap, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
}
else
{
displayCols->display[c].DrawTap( tn, c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
}
displayCols->display[c].DrawTap( tn, c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
}
}