make NumItemsToDraw a float
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@@ -12,7 +12,7 @@ ActorScroller::ActorScroller()
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_iNumItemsToDraw = 7;
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m_fNumItemsToDraw = 7;
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m_vRotationDegrees = RageVector3(0,0,0);
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m_vTranslateTerm0 = RageVector3(0,0,0);
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@@ -22,7 +22,7 @@ ActorScroller::ActorScroller()
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void ActorScroller::Load(
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float fSecondsPerItem,
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int iNumItemsToDraw,
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float fNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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@@ -30,7 +30,7 @@ void ActorScroller::Load(
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_iNumItemsToDraw = iNumItemsToDraw;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_vRotationDegrees = vRotationDegrees;
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m_vTranslateTerm0 = vTranslateTerm0;
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m_vTranslateTerm1 = vTranslateTerm1;
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@@ -103,14 +103,14 @@ void ActorScroller::DrawPrimitives()
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}
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else
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{
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int iFirstItemToDraw = (int)roundf( m_fCurrentItem - m_iNumItemsToDraw/2.f );
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for( int i=iFirstItemToDraw; i<iFirstItemToDraw+m_iNumItemsToDraw; i++ )
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int iFirstItemToDraw = (int)roundf( m_fCurrentItem - m_fNumItemsToDraw/2.f );
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for( int i=0; i<m_SubActors.size(); i++ )
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{
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if( i < 0 || i >= (int)m_SubActors.size() )
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continue; // skip
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float fItemOffset = i - m_fCurrentItem;
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if( fabsf(fItemOffset) > m_fNumItemsToDraw / 2 )
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continue;
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DISPLAY->PushMatrix();
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if( m_vRotationDegrees[0] )
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@@ -14,7 +14,7 @@ public:
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void Load(
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float fScrollSecondsPerItem,
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int iNumItemsToDraw,
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float fNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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@@ -32,7 +32,7 @@ protected:
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float m_fCurrentItem; // usually between 0 and m_SubActors.size()
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float m_fDestinationItem;
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float m_fSecondsPerItem; // <= 0 means don't scroll
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int m_iNumItemsToDraw;
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float m_fNumItemsToDraw;
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// Note: Rotation is applied before translation.
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@@ -107,7 +107,7 @@ void HighScoreWheel::Load( const HighScoreList& hsl, int iIndexToFocus )
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ActorScroller::Load(
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0.2f, // fSecondsPerItem
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8, // iNumItemsToDraw
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8, // fNumItemsToDraw
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RageVector3(18,0,0), // vRotationDegrees
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RageVector3(0,0,90), // vTranslateTerm0
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RageVector3(0,0,0), // vTranslateTerm1
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