diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index 03995a5559..899e44e0a1 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -103,15 +103,20 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties * the effect can happen from .40 to .55 by setting offset to .40 and * delay to .85. */ const float fTotalPeriod = m_fEffectPeriodSeconds + m_fEffectDelay; + CHECKPOINT_M( ssprintf("%f = %f + %f", fTotalPeriod, m_fEffectPeriodSeconds, m_fEffectDelay) ); const float fSecsIntoPeriod = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod ); + CHECKPOINT_M( ssprintf("%f = fmodfp(%f + %f, %f)", fSecsIntoPeriod, m_fSecsIntoEffect, m_fEffectOffset, fTotalPeriod) ); float fPercentThroughEffect = SCALE( fSecsIntoPeriod, 0, m_fEffectPeriodSeconds, 0, 1 ); + CHECKPOINT_M( ssprintf("%f = SCALE(%f, 0, %f, 0, 1)", fPercentThroughEffect, fSecsIntoPeriod, m_fEffectPeriodSeconds) ); fPercentThroughEffect = clamp( fPercentThroughEffect, 0, 1 ); + ASSERT_M( fPercentThroughEffect >= 0 && fPercentThroughEffect <= 1, + ssprintf("%f", fPercentThroughEffect) ); bool bBlinkOn = fPercentThroughEffect > 0.5f; float fPercentBetweenColors = sinf( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f; - ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1, - ssprintf("%f, %f, %f, %f, %f, %f, %f", fPercentBetweenColors, fPercentThroughEffect, fSecsIntoPeriod, m_fEffectPeriodSeconds, m_fEffectDelay, m_fSecsIntoEffect, m_fEffectOffset ) ); + ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1, + ssprintf("%f, %f", fPercentBetweenColors, fPercentThroughEffect) ); float fOriginalAlpha = m_tempState.diffuse[0].a; int i;