clean up inconsistent formatting.
This commit is contained in:
@@ -48,8 +48,10 @@ static const char *anims[NUM_ANIMATIONS] =
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"BeginnerHelper_step-jumplr.bones.txt"
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};
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static CString GetAnimPath(Animation a) {return CString("Characters/") + anims[a];}
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static CString GetAnimPath(Animation a)
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{
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return CString("Characters/") + anims[a];
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}
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BeginnerHelper::BeginnerHelper()
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{
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@@ -60,15 +62,18 @@ BeginnerHelper::BeginnerHelper()
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m_bPlayerEnabled[pn] = false;
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}
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BeginnerHelper::~BeginnerHelper() {}
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BeginnerHelper::~BeginnerHelper()
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{
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}
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void BeginnerHelper::ShowStepCircle( int 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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switch(CSTEP) {
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switch(CSTEP)
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{
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case ST_LEFT: isc=0; break;
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case ST_RIGHT: isc=1; break;
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case ST_UP: isc=2; break;
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case ST_UP: isc=2; break;
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case ST_DOWN: isc=3; break;
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}
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@@ -86,11 +91,13 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
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ASSERT((pn >= 0) && (pn < NUM_PLAYERS));
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ASSERT(GAMESTATE->IsHumanPlayer(pn));
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if(!CanUse()) {return;}
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if(!CanUse())
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return;
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const Character *Character = GAMESTATE->m_pCurCharacters[pn];
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ASSERT( Character != NULL );
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if(!DoesFileExist(Character->GetModelPath())) {return;}
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if(!DoesFileExist(Character->GetModelPath()))
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return;
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m_NoteData[pn].CopyAll(pSteps);
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m_bPlayerEnabled[pn] = true;
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@@ -99,13 +106,17 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
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bool BeginnerHelper::CanUse()
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{
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for(int i=0; i<NUM_ANIMATIONS; ++i)
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if(!DoesFileExist(GetAnimPath((Animation)i))) {return false;}
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if(!DoesFileExist(GetAnimPath((Animation)i)))
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return false;
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if(GAMESTATE->m_CurGame != GAME_DANCE) {return false;}
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if(GAMESTATE->m_CurGame != GAME_DANCE)
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return false;
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switch( GAMESTATE->m_CurStyle ) {
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switch( GAMESTATE->m_CurStyle )
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{
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case STYLE_DANCE_SOLO:
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case STYLE_DANCE_DOUBLE: return false;
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case STYLE_DANCE_DOUBLE:
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return false;
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}
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return true;
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@@ -114,18 +125,23 @@ bool BeginnerHelper::CanUse()
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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()) {return false;}
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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]) {bAnyLoaded = true;}
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if(!bAnyLoaded) {return false;}
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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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if(m_bShowBackground)
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{
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m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
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this->AddChild(&m_sBackground);
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m_sBackground.SetXY(CENTER_X, CENTER_Y);
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@@ -136,13 +152,15 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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// Load StepCircle graphics
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for(int lsc=0; lsc<NUM_PLAYERS; lsc++)
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for(int lsce=0; lsce<4; lsce++) {
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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->GetPathToG("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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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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@@ -167,7 +185,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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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]) {continue;}
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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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@@ -178,12 +197,12 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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m_mDancer[pl].LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-RIGHT", GetAnimPath(ANIM_RIGHT));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-JUMPLR", GetAnimPath(ANIM_JUMPLR));
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m_mDancer[pl].LoadMilkshapeAsciiBones("rest", Character->GetRestAnimationPath());
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m_mDancer[pl].LoadMilkshapeAsciiBones("rest", Character->GetRestAnimationPath());
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m_mDancer[pl].SetDefaultAnimation("rest");
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m_mDancer[pl].PlayAnimation("rest");
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m_mDancer[pl].SetRotationX(PLAYER_ANGLE);
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@@ -201,14 +220,17 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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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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if(!m_bInitialized) {return;}
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if(!m_bInitialized)
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return;
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ActorFrame::DrawPrimitives();
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m_sFlash.Draw();
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bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
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if(DrawCelShaded) {m_mDancePad.DrawCelShaded();}
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else {
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if(DrawCelShaded)
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m_mDancePad.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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@@ -228,11 +250,12 @@ void BeginnerHelper::DrawPrimitives()
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for(int scde=0; scde<4; scde++)
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m_sStepCircle[scd][scde].Draw();
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if(DrawCelShaded) {
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if(DrawCelShaded)
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FOREACH_PlayerNumber(pn) // Draw each dancer
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if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].DrawCelShaded();}
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}
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else {
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if(GAMESTATE->IsHumanPlayer(pn))
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m_mDancer[pn].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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@@ -242,7 +265,8 @@ void BeginnerHelper::DrawPrimitives()
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RageVector3(0, 0, 1) );
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FOREACH_PlayerNumber(pn) // Draw each dancer
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if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].Draw();}
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if(GAMESTATE->IsHumanPlayer(pn))
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m_mDancer[pn].Draw();
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DISPLAY->SetLightOff(0);
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DISPLAY->SetLighting(false);
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@@ -254,7 +278,8 @@ void BeginnerHelper::Step( int pn, int CSTEP )
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m_mDancer[pn].StopTweening();
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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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switch(CSTEP)
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{
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case ST_LEFT:
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ShowStepCircle(pn, ST_LEFT);
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m_mDancer[pn].PlayAnimation("Step-LEFT", 1.5f);
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@@ -299,7 +324,8 @@ void BeginnerHelper::Step( int pn, int CSTEP )
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void BeginnerHelper::Update( float fDeltaTime )
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{
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if(!m_bInitialized) {return;}
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if(!m_bInitialized)
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return;
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// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
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@@ -307,18 +333,21 @@ void BeginnerHelper::Update( float fDeltaTime )
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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// Skip if not enabled
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if(!m_bPlayerEnabled[pn]) {continue;}
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if(!m_bPlayerEnabled[pn])
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continue;
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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{
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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)) {continue;}
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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 k=0; k<iNumTracks; k++)
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if(m_NoteData[pn].GetTapNote(k, iRow) == TAP_TAP) {iStep |= 1 << k;}
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if(m_NoteData[pn].GetTapNote(k, iRow) == TAP_TAP)
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iStep |= 1 << k;
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// Assign new data
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this->Step(pn, iStep);
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@@ -337,7 +366,8 @@ void BeginnerHelper::Update( float fDeltaTime )
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for(int pu=0; pu<NUM_PLAYERS; pu++)
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{
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// If this is not a human player, the dancer is not shown
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if(!GAMESTATE->IsHumanPlayer(pu)) {continue;}
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if(!GAMESTATE->IsHumanPlayer(pu))
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continue;
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// Update dancer's animation and StepCircles
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m_mDancer[pu].Update( beat );
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