clean up STYLE_TECHNO_VERSUS8 hack: Sprite really should not

be depending on GameState
This commit is contained in:
Glenn Maynard
2004-06-08 22:27:37 +00:00
parent f482a18a37
commit aea0a41a68
6 changed files with 27 additions and 12 deletions
+8
View File
@@ -461,6 +461,8 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bIsBeingHeld, f
static RageSpriteVertex queue[size];
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.GetStartBeat(), bIsBeingHeld );
pSprTopCap->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprTopCap->GetTexture();
@@ -527,6 +529,8 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bIsBeingHeld, flo
Sprite* pSprBody = GetHoldBodySprite( hn.GetStartBeat(), bIsBeingHeld );
pSprBody->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pSprBody->GetTexture();
@@ -597,6 +601,8 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bIsBeingHeld
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.GetStartBeat(), bIsBeingHeld );
pBottomCap->SetZoom( ArrowGetZoom( m_PlayerNumber ) );
// draw manually in small segments
RageSpriteVertex *v = &queue[0];
RageTexture* pTexture = pBottomCap->GetTexture();
@@ -823,6 +829,7 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fBeat ) * SCALE(fLife,0,1,0.2f,1);
const float fZoom = ArrowGetZoom( m_PlayerNumber );
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
RageColor glow = RageColor(1,1,1,fGlow);
@@ -831,6 +838,7 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
pActor->SetZ( fZPos );
pActor->SetDiffuse( diffuse );
pActor->SetGlow( glow );
pActor->SetZoom( fZoom );
if( bUseLighting )
{