[GrooveRadar] Removed non-working PreDelayOnCommand, PostDelayOnCommand. (Themers: Use Label#OnCommand and Label#OffCommand instead.)
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+2
-25
@@ -54,31 +54,6 @@ void GrooveRadar::LoadFromNode( const XNode* pNode )
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ActorFrame::LoadFromNode( pNode );
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}
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void GrooveRadar::TweenOnScreen()
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{
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for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
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{
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//m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) );
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m_sprRadarLabels[c].PlayCommand( "PreDelayOn" );
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m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
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m_sprRadarLabels[c].PlayCommand( "PostDelayOn" );
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}
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}
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void GrooveRadar::TweenOffScreen()
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{
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for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
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{
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m_sprRadarLabels[c].StopTweening();
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// xxx: hardcoded time -aj
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m_sprRadarLabels[c].BeginTweening( 0.2f );
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/* Make sure we undo glow. We do this at the end of TweenIn, but we might
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* tween off before we complete tweening in, and the glow can remain. */
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m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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void GrooveRadar::SetEmpty( PlayerNumber pn )
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{
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SetFromSteps( pn, NULL );
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@@ -152,6 +127,8 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
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RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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// xxx: We could either make the values invisible or draw a dot
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// (simulating real DDR). TODO: Make that choice up to the themer. -aj
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if( !m_bValuesVisible )
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return;
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