Header cleanup and spacing.

This commit is contained in:
Steve Checkoway
2007-02-14 09:33:31 +00:00
parent 560bbe278a
commit 5b0a13dccc
2 changed files with 16 additions and 20 deletions
+14 -17
View File
@@ -1,12 +1,7 @@
#include "global.h"
#include <cstdlib>
#include "ScreenHowToPlay.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "Game.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "SongManager.h"
#include "Steps.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
@@ -15,18 +10,20 @@
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "Style.h"
#include "ActorUtil.h"
#include "PrefsManager.h"
#include "CharacterManager.h"
#include "StatsManager.h"
#include "RageDisplay.h"
#include "SongUtil.h"
#include "Character.h"
#include "LifeMeterBar.h"
static const ThemeMetric<int> NUM_W2S ("ScreenHowToPlay","NumW2s");
static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
static const ThemeMetric<bool> USELIFEBAR ("ScreenHowToPlay","UseLifeMeterBar");
static const ThemeMetric<int> NUM_W2S ("ScreenHowToPlay","NumW2s");
static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
static const ThemeMetric<bool> USELIFEBAR ("ScreenHowToPlay","UseLifeMeterBar");
static const ThemeMetric<bool> USECHARACTER ("ScreenHowToPlay","UseCharacter");
static const ThemeMetric<bool> USEPAD ("ScreenHowToPlay","UsePad");
static const ThemeMetric<bool> USEPLAYER ("ScreenHowToPlay","UseNotefield");
static const ThemeMetric<bool> USEPAD ("ScreenHowToPlay","UsePad");
static const ThemeMetric<bool> USEPLAYER ("ScreenHowToPlay","UseNotefield");
enum Animation
{
@@ -218,7 +215,7 @@ void ScreenHowToPlay::Step()
{
case ST_LEFT: m_pmCharacter->PlayAnimation( "Step-LEFT", 1.8f ); break;
case ST_RIGHT: m_pmCharacter->PlayAnimation( "Step-RIGHT", 1.8f ); break;
case ST_UP: m_pmCharacter->PlayAnimation( "Step-UP", 1.8f ); break;
case ST_UP: m_pmCharacter->PlayAnimation( "Step-UP", 1.8f ); break;
case ST_DOWN: m_pmCharacter->PlayAnimation( "Step-DOWN", 1.8f ); break;
case ST_JUMPLR: m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f ); break;
case ST_JUMPUD:
@@ -238,7 +235,7 @@ void ScreenHowToPlay::Step()
void ScreenHowToPlay::Update( float fDelta )
{
if(GAMESTATE->m_pCurSong != NULL)
if( GAMESTATE->m_pCurSong != NULL )
{
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong, GAMESTATE->m_pCurSong->m_Timing );
m_fFakeSecondsIntoSong += fDelta;
@@ -246,14 +243,14 @@ void ScreenHowToPlay::Update( float fDelta )
static int iLastNoteRowCounted = 0;
int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
if(( iCurNoteRow != iLastNoteRowCounted ) &&(m_NoteData.IsThereATapAtRow( iCurNoteRow )))
if( iCurNoteRow != iLastNoteRowCounted &&m_NoteData.IsThereATapAtRow(iCurNoteRow) )
{
if( m_pLifeMeterBar && !m_Player )
{
if ( m_iW2s < m_iNumW2s )
m_pLifeMeterBar->ChangeLife(TNS_W2);
m_pLifeMeterBar->ChangeLife( TNS_W2 );
else
m_pLifeMeterBar->ChangeLife(TNS_Miss);
m_pLifeMeterBar->ChangeLife( TNS_Miss );
}
m_iW2s++;
iLastNoteRowCounted = iCurNoteRow;
@@ -262,7 +259,7 @@ void ScreenHowToPlay::Update( float fDelta )
// once we hit the number of perfects we want, we want to fail.
// switch the controller to HUMAN. since we aren't taking input,
// the steps will always be misses.
if(m_iW2s > m_iNumW2s)
if( m_iW2s > m_iNumW2s )
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
if ( m_pmCharacter )