some todo for later
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@@ -12,12 +12,14 @@
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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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// "PLAYER_X" offsets are relative to the pad.
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// 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 each other.
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// "HELPER" offsets effect the pad/dancer as a whole.
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// 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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@@ -166,11 +168,12 @@ bool BeginnerHelper::Init( int iDancePadType )
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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]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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// todo: remove these hardcoded commands -aj
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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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