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