From 84ecdbb5bf6f3356688bb927c897323f50ff4e57 Mon Sep 17 00:00:00 2001 From: Sean Burke Date: Wed, 20 Aug 2003 16:19:48 +0000 Subject: [PATCH] I believe this is the preferred way to deal with slashes. --- stepmania/src/BeginnerHelper.cpp | 19 +++++++++---------- stepmania/src/ScreenHowToPlay.cpp | 3 +-- 2 files changed, 10 insertions(+), 12 deletions(-) diff --git a/stepmania/src/BeginnerHelper.cpp b/stepmania/src/BeginnerHelper.cpp index a36d304314..d75f375800 100644 --- a/stepmania/src/BeginnerHelper.cpp +++ b/stepmania/src/BeginnerHelper.cpp @@ -7,7 +7,6 @@ #include "RageLog.h" #include "RageDisplay.h" #include "ThemeManager.h" -#include "RageFile.h" // "PLAYER_X" offsets are relative to the pad.. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310 #define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%d_X",px+1)) @@ -93,8 +92,8 @@ void BeginnerHelper::Initialize( int iDancePadType ) switch(iDancePadType) { case 0: break; // No pad - case 1:m_mDancePad.LoadMilkshapeAscii(FixSlashes("Characters\\DancePad-DDR.txt")); break; - case 2:m_mDancePad.LoadMilkshapeAscii(FixSlashes("Characters\\DancePads-DDR.txt")); break; + case 1:m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePad-DDR.txt" ); break; + case 2:m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePads-DDR.txt" ); break; } this->AddChild( &m_mDancePad ); @@ -107,15 +106,15 @@ void BeginnerHelper::Initialize( int iDancePadType ) m_mDancer[pl].LoadMilkshapeAscii( GAMESTATE->m_pCurCharacters[pl]->GetModelPath() ); // Load needed animations - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT",FixSlashes("Characters\\BeginnerHelper_step-left.bones.txt") ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN",FixSlashes("Characters\\BeginnerHelper_step-down.bones.txt") ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP",FixSlashes("Characters\\BeginnerHelper_step-up.bones.txt") ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT",FixSlashes("Characters\\BeginnerHelper_step-right.bones.txt") ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR",FixSlashes("Characters\\BeginnerHelper_step-jumplr.bones.txt") ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT","Characters" SLASH "BeginnerHelper_step-left.bones.txt" ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN","Characters" SLASH "BeginnerHelper_step-down.bones.txt" ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP","Characters" SLASH "BeginnerHelper_step-up.bones.txt" ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT","Characters" SLASH "BeginnerHelper_step-right.bones.txt" ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR","Characters" SLASH "BeginnerHelper_step-jumplr.bones.txt" ); /*m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPUD","Characters\\BeginnerHelper_step-jumpud.bones.txt" );*/ m_mDancer[pl].LoadMilkshapeAsciiBones( "rest",GAMESTATE->m_pCurCharacters[0]->GetRestAnimationPath() ); m_mDancer[pl].SetDefaultAnimation( "rest" ); - m_mDancer[pl].PlayAnimation("rest"); + m_mDancer[pl].PlayAnimation( "rest" ); m_mDancer[pl].SetRotationX( PLAYER_ANGLE ); m_mDancer[pl].SetX( HELPER_X + PLAYER_X(pl) ); m_mDancer[pl].SetY( HELPER_Y + 10 ); @@ -163,7 +162,7 @@ void BeginnerHelper::DrawPrimitives() void BeginnerHelper::Step( int CSTEP ) { - LOG->Trace("BeginnerHelper::Step()"); + LOG->Trace( "BeginnerHelper::Step()" ); for( int p=0; pGetMetricF("ScreenHowToPlay","SongBPM") #define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow") @@ -61,7 +60,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay") if( iRnd != 0 ) { m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() ); - m_mDancePad.LoadMilkshapeAscii(FixSlashes("Characters\\DancePad-DDR.txt")); + m_mDancePad.LoadMilkshapeAscii("Characters" SLASH "DancePad-DDR.txt"); m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() ); m_mCharacter.SetRotationX( 40 );