Revert "An attempt to make the arrows flash with the steps' timing. If it works then we can expand it to..... I don't know, lifebars?"

This reverts commit ab178b1e65.
This commit is contained in:
Thai Pangsakulyanont
2011-05-24 10:41:07 +07:00
parent aa706d34d7
commit 631bc3753d
3 changed files with 1 additions and 21 deletions
+1 -8
View File
@@ -18,8 +18,6 @@
static Preference<bool> g_bShowMasks("ShowMasks", false);
PlayerNumber Actor::m_ActivePlayerNumber = PLAYER_1;
/**
* @brief Set up a hidden Actor that won't be drawn.
*
@@ -685,11 +683,6 @@ void Actor::UpdateInternal( float fDeltaTime )
m_fSecsIntoEffect = g_fCurrentBGMBeat;
break;
case CLOCK_BGM_BEAT_PLAYER_ACTIVE:
m_fEffectDelta = g_vfCurrentBGMBeatPlayer[m_ActivePlayerNumber] - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber];
break;
case CLOCK_BGM_BEAT_PLAYER1:
m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
@@ -854,7 +847,7 @@ void Actor::SetEffectClockString( const RString &s )
{
if (s.EqualsNoCase("timer")) this->SetEffectClock( CLOCK_TIMER );
if (s.EqualsNoCase("timerglobal")) this->SetEffectClock( CLOCK_TIMER_GLOBAL );
else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT_ACTIVE );
else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT );
else if(s.EqualsNoCase("music")) this->SetEffectClock( CLOCK_BGM_TIME );
else if(s.EqualsNoCase("bgm")) this->SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated
else if(s.EqualsNoCase("musicnooffset"))this->SetEffectClock( CLOCK_BGM_TIME_NO_OFFSET );
-8
View File
@@ -113,13 +113,6 @@ public:
static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset );
static void SetBGMLight( int iLightNumber, float fCabinetLights );
/**
* @brief The actively-drawing player number. This is used as a hack
* so that we don't need to tell each actor which player it belongs to.
* This is used to figure out the right player for "beat" effect clock.
*/
static PlayerNumber m_ActivePlayerNumber;
/**
* @brief The list of the different effects.
*
@@ -142,7 +135,6 @@ public:
CLOCK_BGM_BEAT_NO_OFFSET,
CLOCK_BGM_BEAT_PLAYER1,
CLOCK_BGM_BEAT_PLAYER2,
CLOCK_BGM_BEAT_PLAYER_ACTIVE,
CLOCK_LIGHT_1 = 1000,
CLOCK_LIGHT_LAST = 1100,
NUM_CLOCKS
-5
View File
@@ -19,7 +19,6 @@
#include "BackgroundUtil.h"
#include "Course.h"
#include "NoteData.h"
#include "Actor.h"
static ThemeMetric<bool> SHOW_BOARD( "NoteField", "ShowBoard" );
static ThemeMetric<bool> SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" );
@@ -766,10 +765,6 @@ bool NoteField::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargets
void NoteField::DrawPrimitives()
{
// XXX Hack: Set Actor's active player number so the notes get the flashing that matches the steps.
Actor::m_ActivePlayerNumber = m_pPlayerState->m_PlayerNumber;
//LOG->Trace( "NoteField::DrawPrimitives()" );
// This should be filled in on the first update.