remove DangerPlayer. Use HealthStateChanged.
This commit is contained in:
@@ -118,7 +118,6 @@ protected:
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float m_fLastMusicSeconds;
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float m_fLastMusicSeconds;
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bool m_bDangerAllWasVisible;
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bool m_bDangerAllWasVisible;
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AutoActor m_DangerPlayer[NUM_PLAYERS];
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// cover up the edge of animations that might hang outside of the background rectangle
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// cover up the edge of animations that might hang outside of the background rectangle
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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@@ -195,9 +194,6 @@ void BackgroundImpl::Init()
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}
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}
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}
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}
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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bool bOneOrMoreChars = false;
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bool bOneOrMoreChars = false;
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bool bShowingBeginnerHelper = false;
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bool bShowingBeginnerHelper = false;
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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@@ -533,11 +529,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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TEXTUREMAN->DisableOddDimensionWarning();
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TEXTUREMAN->DisableOddDimensionWarning();
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const float fXZoom = RECT_BACKGROUND.GetWidth() / (float)SCREEN_WIDTH;
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const float fYZoom = RECT_BACKGROUND.GetHeight() / (float)SCREEN_HEIGHT;
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if( !g_bSongBackgrounds )
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if( !g_bSongBackgrounds )
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{
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{
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/* Backgrounds are disabled; just display the song background. */
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/* Backgrounds are disabled; just display the song background. */
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@@ -673,15 +664,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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// Re-sort.
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// Re-sort.
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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FOREACH_PlayerNumber( p )
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{
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m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DangerPlayer[p]->SetZoomX( fXZoom );
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m_DangerPlayer[p]->SetZoomY( fYZoom );
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m_DangerPlayer[p]->FinishTweening();
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m_DangerPlayer[p]->PlayCommand( "On" );
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}
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TEXTUREMAN->EnableOddDimensionWarning();
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TEXTUREMAN->EnableOddDimensionWarning();
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if( m_pDancingCharacters )
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if( m_pDancingCharacters )
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@@ -828,12 +810,6 @@ void BackgroundImpl::Update( float fDeltaTime )
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m_bDangerAllWasVisible = bVisible;
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m_bDangerAllWasVisible = bVisible;
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}
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}
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FOREACH_PlayerNumber( p )
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{
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == HealthState_Danger )
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m_DangerPlayer[p]->Update( fDeltaTime );
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}
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if( m_pDancingCharacters )
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if( m_pDancingCharacters )
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m_pDancingCharacters->Update( fDeltaTime );
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m_pDancingCharacters->Update( fDeltaTime );
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@@ -869,12 +845,6 @@ void BackgroundImpl::DrawPrimitives()
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if( layer.m_pFadingBGA )
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if( layer.m_pFadingBGA )
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layer.m_pFadingBGA->Draw();
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layer.m_pFadingBGA->Draw();
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}
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}
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FOREACH_PlayerNumber( p )
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{
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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m_DangerPlayer[p]->Draw();
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}
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}
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}
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if( m_pDancingCharacters )
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if( m_pDancingCharacters )
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