Remove CommandRepeatSeconds. Instead, do:

OnCommand=x;y;z;queuecommand,playcommand,On
This commit is contained in:
Glenn Maynard
2005-01-15 22:31:43 +00:00
parent 762c9a77fb
commit a0e9c5a8c6
2 changed files with 0 additions and 30 deletions
-28
View File
@@ -53,8 +53,6 @@ void BGAnimationLayer::Init()
{
Unload();
m_fRepeatCommandEverySeconds = -1;
m_fSecondsUntilNextCommand = 0;
m_fUpdateRate = 1;
m_fFOV = -1; // no change
m_bLighting = false;
@@ -418,8 +416,6 @@ void BGAnimationLayer::LoadFromNode( const CString& sAniDir_, const XNode& layer
}
}
layer.GetAttrValue( "CommandRepeatSeconds", m_fRepeatCommandEverySeconds );
m_fSecondsUntilNextCommand = m_fRepeatCommandEverySeconds;
layer.GetAttrValue( "FOV", m_fFOV );
layer.GetAttrValue( "Lighting", m_bLighting );
layer.GetAttrValue( "TexCoordVelocityX", m_fTexCoordVelocityX );
@@ -659,19 +655,6 @@ void BGAnimationLayer::Update( float fDeltaTime )
default:
ASSERT(0);
}
if( m_fRepeatCommandEverySeconds != -1 ) // if repeating
{
m_fSecondsUntilNextCommand -= fDeltaTime;
if( m_fSecondsUntilNextCommand <= 0 )
{
PlayCommand( "On" );
m_fSecondsUntilNextCommand += m_fRepeatCommandEverySeconds;
/* In case we delayed a long time, don't queue two repeats at once. */
wrap( m_fSecondsUntilNextCommand, m_fRepeatCommandEverySeconds );
}
}
}
bool BGAnimationLayer::EarlyAbortDraw()
@@ -722,17 +705,6 @@ void BGAnimationLayer::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
{
m_fUpdateRate = fRate;
if( m_fRepeatCommandEverySeconds == -1 ) // if not repeating
{
/* Yuck. We send OnCommand on load, since that's what's wanted for
* most backgrounds. However, gameplay backgrounds (loaded from Background)
* should run OnCommand when they're actually displayed, when GainFocus
* gets called. We've already run OnCommand; abort it so we don't run tweens
* twice. */
RunCommandOnChildren( ParseCommands("stoptweening") );
PlayCommand( "On" );
}
ActorFrame::GainFocus( fRate, bRewindMovie, bLoop );
}