From 633312bf9cb2f407f208b737bb47c47e62e2f96e Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Tue, 4 Jan 2005 22:39:43 +0000 Subject: [PATCH] BGA commands are being played twice, because both BGALayer and ActorUtil are parsing them and BGALayer was sending its commands to its children. Don't do that; just use the ActorUtil parsing. (This seems to work for all BGAs I've tried so far, but I'm not yet quite sure it's correct.) This seems to fix transitions not showing up, but I'm not sure why. --- stepmania/src/BGAnimationLayer.cpp | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/stepmania/src/BGAnimationLayer.cpp b/stepmania/src/BGAnimationLayer.cpp index e59a72b418..ee82fcd2ce 100644 --- a/stepmania/src/BGAnimationLayer.cpp +++ b/stepmania/src/BGAnimationLayer.cpp @@ -483,7 +483,7 @@ void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer m_Type = TYPE_SPRITE; } } - +#if 0 { for( IniKey::const_iterator i = layer.begin(); i != layer.end(); ++i) @@ -505,7 +505,7 @@ void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer m_mapNameToCommands[sCmdName] = cmds; } } - +#endif layer.GetValue( "CommandRepeatSeconds", m_fRepeatCommandEverySeconds ); m_fSecondsUntilNextCommand = m_fRepeatCommandEverySeconds; @@ -1006,9 +1006,9 @@ void BGAnimationLayer::LoseFocus() void BGAnimationLayer::PlayCommand( const CString &sCommandName ) { - // Don't call base version. - //Actor::PlayCommand( sCommandName ); - + ActorFrame::PlayCommand( sCommandName ); + +#if 0 for( unsigned i=0; iRunCommands( ParseCommands("playcommand,"+sCommandName) ); @@ -1021,6 +1021,7 @@ void BGAnimationLayer::PlayCommand( const CString &sCommandName ) for( unsigned i=0; iRunCommands( it->second ); +#endif } /*