[BeginnerHelper] Removed DancePadAngle metric in favor of DancePadOnCommand. The same goes for PlayerAngle, rotation is now handled in PlayerP1/2OnCommand.
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+7
-11
@@ -15,8 +15,6 @@
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// "PLAYER_X" offsets are relative to the pad.
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// ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310.
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#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%dX",px+1))
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#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
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#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
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// "HELPER" offsets effect the pad/dancer as a whole.
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// Their relative Y cooridinates are hard-coded for each other.
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@@ -137,12 +135,10 @@ bool BeginnerHelper::Init( int iDancePadType )
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case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
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}
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m_pDancePad->SetHorizAlign( align_left ); // xxx: hardcoded -aj
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m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
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m_pDancePad->SetName("DancePad");
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m_pDancePad->SetX( HELPER_X );
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m_pDancePad->SetY( HELPER_Y );
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// xxx: hardcoded -aj
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m_pDancePad->SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
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ActorUtil::LoadAllCommands( m_pDancePad, "BeginnerHelper" );
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}
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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@@ -155,8 +151,9 @@ bool BeginnerHelper::Init( int iDancePadType )
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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m_pDancer[pl]->SetName( ssprintf("PlayerP%d",pl+1) );
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// Load textures
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m_pDancer[pl]->SetHorizAlign( align_left );
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m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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@@ -168,12 +165,11 @@ bool BeginnerHelper::Init( int iDancePadType )
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "rest", Character->GetRestAnimationPath() );
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m_pDancer[pl]->SetDefaultAnimation( "rest" ); // Stay bouncing after a step has finished animating
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m_pDancer[pl]->PlayAnimation( "rest" );
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m_pDancer[pl]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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// todo: remove these hardcoded commands -aj
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m_pDancer[pl]->SetRotationX( PLAYER_ANGLE );
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m_pDancer[pl]->SetX( HELPER_X+PLAYER_X(pl) );
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m_pDancer[pl]->SetY( HELPER_Y+10 );
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m_pDancer[pl]->SetZoom( 20 );
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ActorUtil::LoadAllCommands( m_pDancer[pl], "BeginnerHelper" );
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// many of the models floating around have the vertex order flipped, so force this.
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m_pDancer[pl]->SetCullMode( CULL_NONE );
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}
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m_bInitialized = true;
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