"for( p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"

This commit is contained in:
Chris Danford
2004-05-24 08:16:17 +00:00
parent b05d25ab24
commit a9db266eb2
14 changed files with 130 additions and 181 deletions
+17 -21
View File
@@ -337,37 +337,33 @@ void DancingCharacters::DrawPrimitives()
m_LookAt,
RageVector3(0,1,0) );
int p;
for( p=0; p<NUM_PLAYERS; p++ )
FOREACH_EnabledPlayer( p )
{
if( GAMESTATE->IsPlayerEnabled(p) )
{
bool bFailed = g_CurStageStats.bFailed[p];
bool bDanger = m_bDrawDangerLight;
bool bFailed = g_CurStageStats.bFailed[p];
bool bDanger = m_bDrawDangerLight;
DISPLAY->SetLighting( true );
RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
DISPLAY->SetLighting( true );
RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
DISPLAY->SetLightDirectional(
0,
ambient,
diffuse,
specular,
RageVector3(+1, 0, +1) );
DISPLAY->SetLightDirectional(
0,
ambient,
diffuse,
specular,
RageVector3(+1, 0, +1) );
m_Character[p].Draw();
m_Character[p].Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
DISPLAY->CameraPopMatrix();
// now draw any potential 2D stuff
for( p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
{
if(m_bHasIdleAnim[p] && m_i2DAnimState[p] == AS2D_IDLE)
m_bgIdle[p].Draw();