SetEffectPeriod: propagate precondition
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+22
-1
@@ -933,6 +933,7 @@ void Actor::SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, floa
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void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != diffuse_blink )
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{
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@@ -946,6 +947,7 @@ void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, Rag
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void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != diffuse_shift )
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{
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@@ -959,6 +961,7 @@ void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, Rag
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void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != diffuse_ramp )
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{
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@@ -972,6 +975,7 @@ void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, Rage
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void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != glow_blink )
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{
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@@ -985,6 +989,7 @@ void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageCo
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void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != glow_shift )
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{
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@@ -998,6 +1003,7 @@ void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageCo
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void Actor::SetEffectGlowRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != glow_ramp )
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{
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@@ -1011,6 +1017,7 @@ void Actor::SetEffectGlowRamp( float fEffectPeriodSeconds, RageColor c1, RageCol
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void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
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{
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ASSERT( fEffectPeriodSeconds > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != rainbow )
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{
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@@ -1022,6 +1029,7 @@ void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
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void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
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{
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ASSERT( fPeriod > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect != wag )
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{
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@@ -1034,6 +1042,7 @@ void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
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void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
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{
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ASSERT( fPeriod > 0 );
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// todo: account for SSC_FUTURES -aj
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m_Effect = bounce;
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SetEffectPeriod( fPeriod );
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@@ -1043,6 +1052,7 @@ void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
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void Actor::SetEffectBob( float fPeriod, RageVector3 vect )
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{
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ASSERT( fPeriod > 0 );
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// todo: account for SSC_FUTURES -aj
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if( m_Effect!=bob || GetEffectPeriod() != fPeriod )
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{
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@@ -1069,6 +1079,7 @@ void Actor::SetEffectVibrate( RageVector3 vect )
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void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom )
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{
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ASSERT( fPeriod > 0 );
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// todo: account for SSC_FUTURES -aj
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m_Effect = pulse;
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SetEffectPeriod( fPeriod );
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@@ -1452,7 +1463,17 @@ public:
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static int stopeffect( T* p, lua_State * ) { p->StopEffect(); return 0; }
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static int effectcolor1( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor1( c ); return 0; }
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static int effectcolor2( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor2( c ); return 0; }
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static int effectperiod( T* p, lua_State *L ) { p->SetEffectPeriod(FArg(1)); return 0; }
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static int effectperiod( T* p, lua_State *L )
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{
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float fPeriod = FArg(1);
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if (fPeriod <= 0)
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{
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LOG->Warn("Effect period (%f) must be positive; ignoring", fPeriod);
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return 0;
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}
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p->SetEffectPeriod(FArg(1));
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return 0;
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}
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static int effecttiming( T* p, lua_State *L ) { p->SetEffectTiming(FArg(1),FArg(2),FArg(3),FArg(4)); return 0; }
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static int effectoffset( T* p, lua_State *L ) { p->SetEffectOffset(FArg(1)); return 0; }
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static int effectclock( T* p, lua_State *L ) { p->SetEffectClockString(SArg(1)); return 0; }
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