SetEffectPeriod: propagate precondition

This commit is contained in:
Devin J. Pohly
2013-10-20 16:59:24 -04:00
parent ecdc352e96
commit 70b52946f4
+22 -1
View File
@@ -933,6 +933,7 @@ void Actor::SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, floa
void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != diffuse_blink )
{
@@ -946,6 +947,7 @@ void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, Rag
void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != diffuse_shift )
{
@@ -959,6 +961,7 @@ void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, Rag
void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != diffuse_ramp )
{
@@ -972,6 +975,7 @@ void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, Rage
void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != glow_blink )
{
@@ -985,6 +989,7 @@ void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageCo
void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != glow_shift )
{
@@ -998,6 +1003,7 @@ void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageCo
void Actor::SetEffectGlowRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != glow_ramp )
{
@@ -1011,6 +1017,7 @@ void Actor::SetEffectGlowRamp( float fEffectPeriodSeconds, RageColor c1, RageCol
void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
{
ASSERT( fEffectPeriodSeconds > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != rainbow )
{
@@ -1022,6 +1029,7 @@ void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
{
ASSERT( fPeriod > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect != wag )
{
@@ -1034,6 +1042,7 @@ void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
{
ASSERT( fPeriod > 0 );
// todo: account for SSC_FUTURES -aj
m_Effect = bounce;
SetEffectPeriod( fPeriod );
@@ -1043,6 +1052,7 @@ void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
void Actor::SetEffectBob( float fPeriod, RageVector3 vect )
{
ASSERT( fPeriod > 0 );
// todo: account for SSC_FUTURES -aj
if( m_Effect!=bob || GetEffectPeriod() != fPeriod )
{
@@ -1069,6 +1079,7 @@ void Actor::SetEffectVibrate( RageVector3 vect )
void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom )
{
ASSERT( fPeriod > 0 );
// todo: account for SSC_FUTURES -aj
m_Effect = pulse;
SetEffectPeriod( fPeriod );
@@ -1452,7 +1463,17 @@ public:
static int stopeffect( T* p, lua_State * ) { p->StopEffect(); return 0; }
static int effectcolor1( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor1( c ); return 0; }
static int effectcolor2( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor2( c ); return 0; }
static int effectperiod( T* p, lua_State *L ) { p->SetEffectPeriod(FArg(1)); return 0; }
static int effectperiod( T* p, lua_State *L )
{
float fPeriod = FArg(1);
if (fPeriod <= 0)
{
LOG->Warn("Effect period (%f) must be positive; ignoring", fPeriod);
return 0;
}
p->SetEffectPeriod(FArg(1));
return 0;
}
static int effecttiming( T* p, lua_State *L ) { p->SetEffectTiming(FArg(1),FArg(2),FArg(3),FArg(4)); return 0; }
static int effectoffset( T* p, lua_State *L ) { p->SetEffectOffset(FArg(1)); return 0; }
static int effectclock( T* p, lua_State *L ) { p->SetEffectClockString(SArg(1)); return 0; }