tweak timing on the BeginnerHelper again. this timing allows the step animation to complete before the next starts.
not sure if this looks better, or if the old method looked better side note: can someone with milkshape please make a JumpUD animation that is the same length as the JumpLR, but adds the 90 degree turn? I really want to kill the magic numbers for the UD jump animation, since they don't always work for every song.
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@@ -214,19 +214,19 @@ void BeginnerHelper::Step( int pn, int CSTEP )
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m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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switch( CSTEP )
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{
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case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT" ); break;
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case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT" ); break;
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case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP" ); break;
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case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN" ); break;
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case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR" ); break;
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case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT", 1.5f ); break;
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case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT", 1.5f ); break;
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case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP", 1.5f ); break;
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case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN", 1.5f ); break;
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case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f ); break;
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case ST_JUMPUD:
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// Until I can get an UP+DOWN jump animation, this will have to do.
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m_mDancer[pn].PlayAnimation( "Step-JUMPLR" );
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m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f );
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m_mDancer[pn].StopTweening();
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 90 );
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m_mDancer[pn].BeginTweening( (1/GAMESTATE->m_fCurBPS) ); //sleep between jump-frames
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m_mDancer[pn].BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 0 );
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break;
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@@ -240,7 +240,7 @@ void BeginnerHelper::Update( float fDeltaTime )
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return;
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// the beat we want to check on this update
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float fCurBeat = GAMESTATE->m_fSongBeat + 0.5f;
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float fCurBeat = GAMESTATE->m_fSongBeat + 0.4f;
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for(int pn = 0; pn < NUM_PLAYERS; pn++ )
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{
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