diff --git a/stepmania/src/Judgment.cpp b/stepmania/src/Judgment.cpp index 688c989459..58b48fea25 100644 --- a/stepmania/src/Judgment.cpp +++ b/stepmania/src/Judgment.cpp @@ -40,20 +40,20 @@ void Judgment::LoadNormal() void Judgment::LoadNormal( const RString &sPath ) { m_sprJudgment.Load( sPath ); - ASSERT( m_sprJudgment.GetNumStates() == 6 || m_sprJudgment.GetNumStates() == 12 ); - m_sprJudgment.StopAnimating(); - m_sprJudgment.SetName( "Judgment" ); + m_sprJudgment->SetName( "Judgment" ); + ASSERT( m_sprJudgment->GetNumStates() == 6 || m_sprJudgment->GetNumStates() == 12 ); + m_sprJudgment->StopAnimating(); ActorUtil::LoadAllCommands( m_sprJudgment, "Judgment" ); Reset(); - this->AddChild( &m_sprJudgment ); + this->AddChild( m_sprJudgment ); } void Judgment::Reset() { - m_sprJudgment.FinishTweening(); - m_sprJudgment.SetXY( 0, 0 ); - m_sprJudgment.StopEffect(); - m_sprJudgment.SetVisible( false ); + m_sprJudgment->FinishTweening(); + m_sprJudgment->SetXY( 0, 0 ); + m_sprJudgment->StopEffect(); + m_sprJudgment->SetVisible( false ); } void Judgment::SetJudgment( TapNoteScore score, bool bEarly ) @@ -62,36 +62,36 @@ void Judgment::SetJudgment( TapNoteScore score, bool bEarly ) Reset(); - m_sprJudgment.SetVisible( true ); + m_sprJudgment->SetVisible( true ); - int iStateMult = (m_sprJudgment.GetNumStates()==12) ? 2 : 1; + int iStateMult = (m_sprJudgment->GetNumStates()==12) ? 2 : 1; int iStateAdd = ( bEarly || ( iStateMult == 1 ) ) ? 0 : 1; switch( score ) { case TNS_W1: - m_sprJudgment.SetState( 0 * iStateMult + iStateAdd ); - m_sprJudgment.PlayCommand( "W1" ); + m_sprJudgment->SetState( 0 * iStateMult + iStateAdd ); + this->PlayCommand( "W1" ); break; case TNS_W2: - m_sprJudgment.SetState( 1 * iStateMult + iStateAdd ); - m_sprJudgment.PlayCommand( "W2" ); + m_sprJudgment->SetState( 1 * iStateMult + iStateAdd ); + this->PlayCommand( "W2" ); break; case TNS_W3: - m_sprJudgment.SetState( 2 * iStateMult + iStateAdd ); - m_sprJudgment.PlayCommand( "W3" ); + m_sprJudgment->SetState( 2 * iStateMult + iStateAdd ); + this->PlayCommand( "W3" ); break; case TNS_W4: - m_sprJudgment.SetState( 3 * iStateMult + iStateAdd ); - m_sprJudgment.PlayCommand( "W4" ); + m_sprJudgment->SetState( 3 * iStateMult + iStateAdd ); + this->PlayCommand( "W4" ); break; case TNS_W5: - m_sprJudgment.SetState( 4 * iStateMult + iStateAdd ); - m_sprJudgment.PlayCommand( "W5" ); + m_sprJudgment->SetState( 4 * iStateMult + iStateAdd ); + this->PlayCommand( "W5" ); break; case TNS_Miss: - m_sprJudgment.SetState( 5 * iStateMult + iStateAdd ); - m_sprJudgment.PlayCommand( "Miss" ); + m_sprJudgment->SetState( 5 * iStateMult + iStateAdd ); + this->PlayCommand( "Miss" ); break; default: ASSERT(0); diff --git a/stepmania/src/Judgment.h b/stepmania/src/Judgment.h index e5f3ae017c..f5484d1306 100644 --- a/stepmania/src/Judgment.h +++ b/stepmania/src/Judgment.h @@ -3,8 +3,8 @@ #ifndef JUDGMENT_H #define JUDGMENT_H -#include "Sprite.h" #include "ActorFrame.h" +#include "AutoActor.h" #include "GameConstantsAndTypes.h" @@ -27,7 +27,7 @@ public: virtual void PushSelf( lua_State *L ); protected: - Sprite m_sprJudgment; + AutoActor m_sprJudgment; MultiPlayer m_mpToTrack; };