[BeginnerHelper] Changed Player_#X/Y metrics to Player#X/Y metrics for consistency.
Converted the background to an AutoActor. Renamed Initialize -> Init for consistency.
This commit is contained in:
+133
-122
@@ -12,12 +12,12 @@
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#include "ScreenDimensions.h"
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#include "ThemeManager.h"
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// "PLAYER_X" offsets are relative to the pad.. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310
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#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%d_X",px+1))
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// "PLAYER_X" offsets are relative to the pad. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310
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#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%dX",px+1))
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#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
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#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
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// "HELPER" offsets effect the pad/dancer as a whole.. Their relative Y cooridinates are hard-coded for eachother.
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// "HELPER" offsets effect the pad/dancer as a whole. Their relative Y cooridinates are hard-coded for each other.
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#define HELPER_X THEME->GetMetricF("BeginnerHelper","HelperX")
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#define HELPER_Y THEME->GetMetricF("BeginnerHelper","HelperY")
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@@ -75,6 +75,108 @@ BeginnerHelper::~BeginnerHelper()
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delete m_pDancePad;
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}
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bool BeginnerHelper::Init( int iDancePadType )
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{
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ASSERT( !m_bInitialized );
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if( !CanUse() )
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return false;
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// If no players were successfully added, bail.
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{
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bool bAnyLoaded = false;
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for( int pn=0; pn<NUM_PLAYERS; pn++ )
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if( m_bPlayerEnabled[pn] )
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bAnyLoaded = true;
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if( !bAnyLoaded )
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return false;
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}
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// Load the Background and flash. Flash only shows if the BG does.
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if( m_bShowBackground )
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{
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m_sBackground.Load( THEME->GetPathG("BeginnerHelper","background") );
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this->AddChild( m_sBackground );
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//m_sBackground.SetXY( 1, 1 );
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m_sFlash.Load( THEME->GetPathG("BeginnerHelper","flash") );
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m_sFlash.SetXY( 0, 0 );
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m_sFlash.SetDiffuseAlpha( 0 );
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}
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// Load StepCircle graphics
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for( int lsc=0; lsc<NUM_PLAYERS; lsc++ )
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{
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for( int lsce=0; lsce<4; lsce++ )
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{
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m_sStepCircle[lsc][lsce].Load( THEME->GetPathG("BeginnerHelper","stepcircle") );
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m_sStepCircle[lsc][lsce].SetZoom( 0 ); // Hide until needed.
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this->AddChild(&m_sStepCircle[lsc][lsce]);
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// Set StepCircle coordinates
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switch( lsce )
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{
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case 0: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)-80),HELPER_Y); break; // Left
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case 1: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)+80),HELPER_Y); break; // Right
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case 2: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y-60)); break; // Up
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case 3: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y+60)); break; // Down
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}
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}
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}
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SHOW_DANCE_PAD.Load( "BeginnerHelper","ShowDancePad" );
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// Load the DancePad
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if( SHOW_DANCE_PAD )
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{
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switch( iDancePadType )
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{
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case 0: break; // No pad
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case 1: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PAD)); break;
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case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
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}
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m_pDancePad->SetHorizAlign( align_left ); // xxx: hardcoded -aj
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m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
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m_pDancePad->SetX( HELPER_X );
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m_pDancePad->SetY( HELPER_Y );
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// xxx: hardcoded -aj
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m_pDancePad->SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
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}
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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{
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// Skip if not enabled
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if( !m_bPlayerEnabled[pl] )
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continue;
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// Load character data
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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// Load textures
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m_pDancer[pl]->SetHorizAlign( align_left );
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m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath(ANIM_LEFT) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath(ANIM_DOWN) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath(ANIM_UP) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath(ANIM_RIGHT) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath(ANIM_JUMPLR) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "rest", Character->GetRestAnimationPath() );
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m_pDancer[pl]->SetDefaultAnimation( "rest" ); // Stay bouncing after a step has finished animating
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m_pDancer[pl]->PlayAnimation( "rest" );
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m_pDancer[pl]->SetRotationX( PLAYER_ANGLE );
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m_pDancer[pl]->SetX( HELPER_X+PLAYER_X(pl) );
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m_pDancer[pl]->SetY( HELPER_Y+10 );
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m_pDancer[pl]->SetZoom( 20 );
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m_pDancer[pl]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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}
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m_bInitialized = true;
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return true;
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}
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void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
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{
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int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
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@@ -120,102 +222,6 @@ bool BeginnerHelper::CanUse()
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return GAMESTATE->GetCurrentStyle()->m_bCanUseBeginnerHelper;
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}
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bool BeginnerHelper::Initialize( int iDancePadType )
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{
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ASSERT( !m_bInitialized );
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if( !CanUse() )
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return false;
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// If no players were successfully added, bail.
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{
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bool bAnyLoaded = false;
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for( int pn=0; pn<NUM_PLAYERS; pn++ )
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if( m_bPlayerEnabled[pn] )
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bAnyLoaded = true;
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if( !bAnyLoaded )
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return false;
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}
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// Load the Background and flash.. Flash only shows if the BG does.
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if( m_bShowBackground )
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{
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m_sBackground.Load( THEME->GetPathG("BeginnerHelper","background") );
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this->AddChild( &m_sBackground );
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m_sBackground.SetXY( 1, 1 );
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m_sFlash.Load( THEME->GetPathG("BeginnerHelper","flash") );
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m_sFlash.SetXY( 0, 0 );
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m_sFlash.SetDiffuseAlpha( 0 );
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}
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// Load StepCircle graphics
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for( int lsc=0; lsc<NUM_PLAYERS; lsc++ )
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{
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for( int lsce=0; lsce<4; lsce++ )
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{
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m_sStepCircle[lsc][lsce].Load( THEME->GetPathG("BeginnerHelper","stepcircle") );
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m_sStepCircle[lsc][lsce].SetZoom( 0 ); // Hide until needed.
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this->AddChild(&m_sStepCircle[lsc][lsce]);
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// Set coordinates of StepCircle
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switch( lsce )
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{
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case 0: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)-80),HELPER_Y); break; // Left
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case 1: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)+80),HELPER_Y); break; // Right
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case 2: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y-60)); break; // Up
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case 3: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y+60)); break; // Down
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}
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}
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}
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// Load the DancePad
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switch( iDancePadType )
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{
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case 0: break; // No pad
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case 1: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PAD)); break;
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case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
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}
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m_pDancePad->SetHorizAlign( align_left );
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m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
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m_pDancePad->SetX( HELPER_X );
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m_pDancePad->SetY( HELPER_Y );
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m_pDancePad->SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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{
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// Skip if not enabled
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if( !m_bPlayerEnabled[pl] )
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continue;
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// Load character data
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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// Load textures
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m_pDancer[pl]->SetHorizAlign( align_left );
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m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath(ANIM_LEFT) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath(ANIM_DOWN) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath(ANIM_UP) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath(ANIM_RIGHT) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath(ANIM_JUMPLR) );
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "rest", Character->GetRestAnimationPath() );
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m_pDancer[pl]->SetDefaultAnimation( "rest" ); // Stay bouncing after a step has finished animating
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m_pDancer[pl]->PlayAnimation( "rest" );
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m_pDancer[pl]->SetRotationX( PLAYER_ANGLE );
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m_pDancer[pl]->SetX( HELPER_X+PLAYER_X(pl) );
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m_pDancer[pl]->SetY( HELPER_Y+10 );
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m_pDancer[pl]->SetZoom( 20 );
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m_pDancer[pl]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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}
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m_bInitialized = true;
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return true;
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}
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void BeginnerHelper::DrawPrimitives()
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{
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// If not initialized, don't bother with this
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@@ -226,32 +232,37 @@ void BeginnerHelper::DrawPrimitives()
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m_sFlash.Draw();
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bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
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if( DrawCelShaded )
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m_pDancePad->DrawCelShaded();
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else
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// Draw Pad
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if( SHOW_DANCE_PAD )
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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if( DrawCelShaded )
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m_pDancePad->DrawCelShaded();
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else
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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m_pDancePad->Draw();
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DISPLAY->ClearZBuffer(); // So character doesn't step "into" the dance pad.
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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m_pDancePad->Draw();
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DISPLAY->ClearZBuffer(); // So character doesn't step "into" the dance pad.
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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}
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// Draw StepCircles
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for(int scd=0; scd<NUM_PLAYERS; scd++)
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for(int scde=0; scde<4; scde++)
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m_sStepCircle[scd][scde].Draw();
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// Draw Dancers
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if( DrawCelShaded )
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{
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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FOREACH_PlayerNumber( pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_pDancer[pn]->DrawCelShaded();
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}
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@@ -265,7 +276,7 @@ void BeginnerHelper::DrawPrimitives()
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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FOREACH_PlayerNumber( pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_pDancer[pn]->Draw();
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@@ -314,7 +325,7 @@ void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
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m_pDancer[pn]->SetRotationY( 0 );
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break;
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}
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m_sFlash.StopEffect();
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m_sFlash.StopTweening();
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m_sFlash.Sleep( GAMESTATE->m_fCurBPS/16 );
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@@ -337,22 +348,22 @@ void BeginnerHelper::Update( float fDeltaTime )
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// Check if there are any notes at all on this row.. If not, save scanning.
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if( !m_NoteData[pn].IsThereATapAtRow(iRow) )
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continue;
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// Find all steps on this row, in order to show the correct animations
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int iStep = 0;
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const int iNumTracks = m_NoteData[pn].GetNumTracks();
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for( int t=0; t<iNumTracks; t++ )
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if( m_NoteData[pn].GetTapNote(t,iRow).type == TapNote::tap )
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iStep |= 1 << t;
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// Assign new data
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this->Step( pn, iStep );
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}
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}
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// Make sure we don't accidentally scan a row 2x
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m_iLastRowChecked = iCurRow;
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// Update animations
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ActorFrame::Update( fDeltaTime );
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m_pDancePad->Update( fDeltaTime );
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