AutoActor
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+22
-22
@@ -40,20 +40,20 @@ void Judgment::LoadNormal()
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void Judgment::LoadNormal( const RString &sPath )
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{
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m_sprJudgment.Load( sPath );
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ASSERT( m_sprJudgment.GetNumStates() == 6 || m_sprJudgment.GetNumStates() == 12 );
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m_sprJudgment.StopAnimating();
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m_sprJudgment.SetName( "Judgment" );
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m_sprJudgment->SetName( "Judgment" );
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ASSERT( m_sprJudgment->GetNumStates() == 6 || m_sprJudgment->GetNumStates() == 12 );
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m_sprJudgment->StopAnimating();
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ActorUtil::LoadAllCommands( m_sprJudgment, "Judgment" );
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Reset();
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this->AddChild( &m_sprJudgment );
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this->AddChild( m_sprJudgment );
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}
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void Judgment::Reset()
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{
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m_sprJudgment.FinishTweening();
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m_sprJudgment.SetXY( 0, 0 );
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m_sprJudgment.StopEffect();
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m_sprJudgment.SetVisible( false );
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m_sprJudgment->FinishTweening();
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m_sprJudgment->SetXY( 0, 0 );
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m_sprJudgment->StopEffect();
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m_sprJudgment->SetVisible( false );
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}
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void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
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@@ -62,36 +62,36 @@ void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
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Reset();
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m_sprJudgment.SetVisible( true );
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m_sprJudgment->SetVisible( true );
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int iStateMult = (m_sprJudgment.GetNumStates()==12) ? 2 : 1;
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int iStateMult = (m_sprJudgment->GetNumStates()==12) ? 2 : 1;
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int iStateAdd = ( bEarly || ( iStateMult == 1 ) ) ? 0 : 1;
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switch( score )
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{
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case TNS_W1:
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m_sprJudgment.SetState( 0 * iStateMult + iStateAdd );
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m_sprJudgment.PlayCommand( "W1" );
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m_sprJudgment->SetState( 0 * iStateMult + iStateAdd );
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this->PlayCommand( "W1" );
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break;
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case TNS_W2:
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m_sprJudgment.SetState( 1 * iStateMult + iStateAdd );
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m_sprJudgment.PlayCommand( "W2" );
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m_sprJudgment->SetState( 1 * iStateMult + iStateAdd );
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this->PlayCommand( "W2" );
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break;
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case TNS_W3:
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m_sprJudgment.SetState( 2 * iStateMult + iStateAdd );
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m_sprJudgment.PlayCommand( "W3" );
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m_sprJudgment->SetState( 2 * iStateMult + iStateAdd );
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this->PlayCommand( "W3" );
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break;
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case TNS_W4:
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m_sprJudgment.SetState( 3 * iStateMult + iStateAdd );
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m_sprJudgment.PlayCommand( "W4" );
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m_sprJudgment->SetState( 3 * iStateMult + iStateAdd );
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this->PlayCommand( "W4" );
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break;
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case TNS_W5:
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m_sprJudgment.SetState( 4 * iStateMult + iStateAdd );
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m_sprJudgment.PlayCommand( "W5" );
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m_sprJudgment->SetState( 4 * iStateMult + iStateAdd );
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this->PlayCommand( "W5" );
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break;
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case TNS_Miss:
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m_sprJudgment.SetState( 5 * iStateMult + iStateAdd );
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m_sprJudgment.PlayCommand( "Miss" );
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m_sprJudgment->SetState( 5 * iStateMult + iStateAdd );
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this->PlayCommand( "Miss" );
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break;
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default:
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ASSERT(0);
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@@ -3,8 +3,8 @@
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#ifndef JUDGMENT_H
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#define JUDGMENT_H
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#include "Sprite.h"
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#include "ActorFrame.h"
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#include "AutoActor.h"
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#include "GameConstantsAndTypes.h"
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@@ -27,7 +27,7 @@ public:
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virtual void PushSelf( lua_State *L );
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protected:
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Sprite m_sprJudgment;
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AutoActor m_sprJudgment;
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MultiPlayer m_mpToTrack;
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};
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