I believe this is the preferred way to deal with slashes.

This commit is contained in:
Sean Burke
2003-08-20 16:19:48 +00:00
parent 6befe8133d
commit 84ecdbb5bf
2 changed files with 10 additions and 12 deletions
+9 -10
View File
@@ -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; p<NUM_PLAYERS; p++ )
{
// First make sure this player is on beginner mode and enabled... The difficulty check may be redundant, tho.
+1 -2
View File
@@ -20,7 +20,6 @@
#include "SongManager.h"
#include "NoteFieldPositioning.h"
#include "GameManager.h"
#include "RageFile.h"
#define SONG_BPM THEME->GetMetricF("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 );