Added flashing red light ala previous DDR mixes during DANGER animation on the dancing characters.
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@@ -392,7 +392,7 @@ void Background::Update( float fDeltaTime )
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m_BGADanger.Update( fDeltaTime );
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}
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else
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{
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{
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if( GAMESTATE->m_fMusicSeconds == GameState::MUSIC_SECONDS_INVALID )
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return; /* hasn't been updated yet */
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@@ -463,10 +463,13 @@ void Background::DrawPrimitives()
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if( IsDangerVisible() )
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{
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// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
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m_pDancingCharacters->m_bDrawDangerLight = true;
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m_BGADanger.Draw();
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}
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else
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{
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m_pDancingCharacters->m_bDrawDangerLight = false;
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if( m_pCurrentBGA )
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m_pCurrentBGA->Draw();
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if( m_pFadingBGA )
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@@ -474,7 +477,9 @@ void Background::DrawPrimitives()
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}
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if( m_pDancingCharacters )
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{
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m_pDancingCharacters->Draw();
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}
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m_quadBGBrightness.Draw();
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for( int i=0; i<4; i++ )
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@@ -42,6 +42,7 @@ const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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DancingCharacters::DancingCharacters()
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{
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m_bDrawDangerLight = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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@@ -190,11 +191,16 @@ void DancingCharacters::DrawPrimitives()
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m_LookAt,
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RageVector3(0,1,0) );
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RageColor DL;
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DL = RageColor(0.8f,0.8f,0.8f,0.8f);
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if( m_bDrawDangerLight )
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DL = RageColor(1,0,0,1);
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.4f,0.4f,0.4f,1),
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RageColor(0.8f,0.8f,0.8f,0.8f),
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DL,
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RageColor(0.8f,0.8f,0.8f,0.8f),
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RageVector3(+1, 0, +1) );
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@@ -25,7 +25,8 @@ public:
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virtual void Update( float fDelta );
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virtual void DrawPrimitives();
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bool m_bDrawDangerLight;
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protected:
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Model m_Character[NUM_PLAYERS];
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