Let's see what the merge diagram looks like now.
This commit is contained in:
+23
-29
@@ -165,13 +165,13 @@ void BackgroundImpl::Init()
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m_bInitted = true;
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m_bDangerAllWasVisible = false;
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m_StaticBackgroundDef = BackgroundDef();
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if( !USE_STATIC_BG )
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{
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m_StaticBackgroundDef.m_sColor1 = "#00000000";
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m_StaticBackgroundDef.m_sColor2 = "#00000000";
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}
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// load transitions
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{
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ASSERT( m_mapNameToTransition.empty() );
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@@ -204,7 +204,7 @@ void BackgroundImpl::Init()
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FOREACH_HumanPlayer( p )
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{
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bOneOrMoreChars = true;
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// Disable dancing characters if BH will be showing.
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// Disable dancing characters if Beginner Helper will be showing.
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if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() &&
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GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == Difficulty_Beginner )
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bShowingBeginnerHelper = true;
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@@ -285,10 +285,11 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
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continue;
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}
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// Look for vsFileToResolve[i] in:
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// - song's dir
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// - RandomMovies dir
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// - BGAnimations dir.
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/* Look for vsFileToResolve[i] in:
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* song's dir
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* RandomMovies dir
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* BGAnimations dir.
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*/
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vector<RString> vsPaths, vsThrowAway;
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// Look for BGAnims in the song dir
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@@ -403,7 +404,7 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R
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bd.m_sEffect = sEffect;
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map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( bd );
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// create the background if it's not already created
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if( iter == m_BGAnimations.end() )
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{
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@@ -517,7 +518,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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m_RandomBGAnimations.push_back( bd );
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}
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}
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/* Song backgrounds (even just background stills) can get very big; never keep them
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* in memory. */
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RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
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@@ -594,12 +595,10 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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BackgroundUtil::SortBackgroundChangesArray( layer.m_aBGChanges );
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}
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Layer &mainlayer = m_Layer[0];
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/* If the first BGAnimation isn't negative, add a lead-in image showing the song
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* background. */
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/* If the first BGAnimation isn't negative, add a lead-in image showing
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* the song background. */
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if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 )
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{
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BackgroundChange change;
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@@ -636,7 +635,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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}
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}
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// Look for the random file marker, and replace the segment with LoadFromRandom.
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for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
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{
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@@ -659,7 +657,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
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ASSERT( !mainlayer.m_aBGChanges[i].m_def.m_sFile1.empty() );
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// Re-sort.
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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@@ -677,7 +674,7 @@ int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const
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return -1;
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if( fBeat < m_aBGChanges[0].m_fStartBeat )
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return -1;
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// assumption: m_aBGChanges are sorted by m_fStartBeat
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int i;
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for( i=m_aBGChanges.size()-1; i>=0; i-- )
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@@ -689,7 +686,7 @@ int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const
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return i;
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}
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/* If the BG segment has changed, move focus to it. Send Update() calls. */
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/* If the BG segment has changed, move focus to it. Send Update() calls. */
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void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition )
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{
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ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID );
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@@ -702,7 +699,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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int iThrowAway;
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway );
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/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
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// Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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// Find the BGSegment we're in
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@@ -711,7 +708,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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float fDeltaTime = fCurrentTime - fLastMusicSeconds;
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if( i != -1 && i != m_iCurBGChangeIndex ) // we're changing backgrounds
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{
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// LOG->Trace( "old bga %d -> new bga %d (%s), %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].GetTextDescription().c_str(), m_aBGChanges[i].m_fStartBeat, fBeat );
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//LOG->Trace( "old bga %d -> new bga %d (%s), %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].GetTextDescription().c_str(), m_aBGChanges[i].m_fStartBeat, fBeat );
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BackgroundChange oldChange;
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if( m_iCurBGChangeIndex != -1 )
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@@ -739,7 +736,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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if( m_pFadingBGA == m_pCurrentBGA )
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{
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m_pFadingBGA = NULL;
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// LOG->Trace( "bg didn't actually change. Ignoring." );
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//LOG->Trace( "bg didn't actually change. Ignoring." );
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}
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else
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{
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@@ -819,11 +816,11 @@ void BackgroundImpl::DrawPrimitives()
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if( m_pDancingCharacters )
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m_pDancingCharacters->m_bDrawDangerLight = true;
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}
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{
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{
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if( m_pDancingCharacters )
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m_pDancingCharacters->m_bDrawDangerLight = false;
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FOREACH_BackgroundLayer( i )
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{
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Layer &layer = m_Layer[i];
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@@ -890,8 +887,8 @@ BrightnessOverlay::BrightnessOverlay()
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void BrightnessOverlay::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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/* If we're actually playing, then we're past fades, etc; update the background
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* brightness to follow Cover. */
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/* If we're actually playing, then we're past fades, etc; update the
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* background brightness to follow Cover. */
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if( !GAMESTATE->m_bGameplayLeadIn )
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SetActualBrightness();
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}
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@@ -906,7 +903,7 @@ void BrightnessOverlay::SetActualBrightness()
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// HACK: Always show training in full brightness
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if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->IsTutorial() )
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fBaseBGBrightness = 1.0f;
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fLeftBrightness *= fBaseBGBrightness;
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fRightBrightness *= fBaseBGBrightness;
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@@ -939,8 +936,6 @@ void BrightnessOverlay::FadeToActualBrightness()
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SetActualBrightness();
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}
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Background::Background() { m_pImpl = new BackgroundImpl; this->AddChild(m_pImpl); }
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Background::~Background() { SAFE_DELETE( m_pImpl ); }
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void Background::Init() { m_pImpl->Init(); }
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@@ -951,7 +946,6 @@ void Background::SetBrightness( float fBrightness ) { m_pImpl->SetBrightness(fBr
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DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); }
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void Background::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
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/*
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* (c) 2001-2004 Chris Danford, Ben Nordstrom
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* All rights reserved.
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+2
-3
@@ -23,8 +23,8 @@ public:
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virtual void Unload();
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void FadeToActualBrightness();
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void SetBrightness( float fBrightness ); /* overrides pref and Cover */
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void SetBrightness( float fBrightness ); // overrides pref and Cover
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DancingCharacters* GetDancingCharacters();
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void GetLoadedBackgroundChanges( vector<BackgroundChange> **pBackgroundChangesOut );
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@@ -33,7 +33,6 @@ protected:
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BackgroundImpl *m_pImpl;
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};
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#endif
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/*
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+26
-16
@@ -14,6 +14,15 @@
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#define DC_X( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterXP%d",choice+1))
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#define DC_Y( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterYP%d",choice+1))
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/*
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* TODO:
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* - Metrics/Lua for lighting and camera sweeping.
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* - Ability to load secondary elements i.e. stages.
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* - Remove support for 2D characters (Lua can do it).
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* - Cleanup!
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*
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* -- Colby
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*/
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const float CAMERA_REST_DISTANCE = 32.f;
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const float CAMERA_REST_LOOK_AT_HEIGHT = -11.f;
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@@ -34,7 +43,6 @@ const float MODEL_X_ONE_PLAYER = 0;
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const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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DancingCharacters::DancingCharacters()
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{
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m_bDrawDangerLight = false;
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@@ -59,28 +67,28 @@ DancingCharacters::DancingCharacters()
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{
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m_bgIdle[p].Load( sCurrentAnim );
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m_bgIdle[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DMiss";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bgMiss[p].Load( sCurrentAnim );
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m_bgMiss[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DGood";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bgGood[p].Load( sCurrentAnim );
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m_bgGood[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DGreat";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bgGreat[p].Load( sCurrentAnim );
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m_bgGreat[p]->SetXY(DC_X(p),DC_Y(p));
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}
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}
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sCurrentAnim = sCharacterDirectory + "2DFever";
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if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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@@ -112,12 +120,12 @@ DancingCharacters::DancingCharacters()
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if( pChar->GetModelPath().empty() )
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continue;
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if( GAMESTATE->GetNumPlayersEnabled()==2 )
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m_pCharacter[p]->SetX( MODEL_X_TWO_PLAYERS[p] );
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else
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m_pCharacter[p]->SetX( MODEL_X_ONE_PLAYER );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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@@ -156,7 +164,7 @@ void DancingCharacters::LoadNextSong()
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ASSERT( GAMESTATE->m_pCurSong );
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m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_pCharacter[p]->PlayAnimation( "rest" );
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@@ -168,7 +176,7 @@ void DancingCharacters::Update( float fDelta )
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{
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if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay )
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{
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// spin the camera Matrix style
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// spin the camera Matrix-style
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m_CameraPanYStart += fDelta*40;
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m_CameraPanYEnd += fDelta*40;
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}
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@@ -200,7 +208,6 @@ void DancingCharacters::Update( float fDelta )
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}
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bWasGameplayStarting = bGameplayStarting;
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static float fLastBeat = GAMESTATE->m_fSongBeat;
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float fThisBeat = GAMESTATE->m_fSongBeat;
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if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
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@@ -211,7 +218,6 @@ void DancingCharacters::Update( float fDelta )
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}
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fLastBeat = fThisBeat;
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// time for a new sweep?
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if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat )
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{
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@@ -221,7 +227,7 @@ void DancingCharacters::Update( float fDelta )
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m_CameraDistance = CAMERA_SWEEP_DISTANCE + RandomInt(-1,1) * CAMERA_SWEEP_DISTANCE_VARIANCE;
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m_CameraPanYStart = m_CameraPanYEnd = RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_RANGE_DEGREES;
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m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_STILL_LOOK_AT_HEIGHT;
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m_CameraPanYEnd += RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES;
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m_fCameraHeightStart = m_fCameraHeightEnd = m_fCameraHeightStart + RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE;
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@@ -247,7 +253,8 @@ void DancingCharacters::Update( float fDelta )
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m_fThisCameraStartBeat = (float) iCurBeat;
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m_fThisCameraEndBeat = float(iCurBeat + 8);
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}
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/*
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// is there any of this still around? This block of code is _ugly_. -Colby
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// update any 2D stuff
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FOREACH_PlayerNumber( p )
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{
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@@ -286,6 +293,7 @@ void DancingCharacters::Update( float fDelta )
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}
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}
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}
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*/
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}
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void DancingCharacters::Change2DAnimState( PlayerNumber pn, int iState )
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@@ -326,6 +334,7 @@ void DancingCharacters::DrawPrimitives()
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bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
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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));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(1,0.95f,0.925f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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@@ -349,12 +358,12 @@ void DancingCharacters::DrawPrimitives()
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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DISPLAY->ClearZBuffer();
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}
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DISPLAY->CameraPopMatrix();
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/*
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// Ugly! -Colby
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// now draw any potential 2D stuff
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FOREACH_PlayerNumber( p )
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{
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@@ -375,6 +384,7 @@ void DancingCharacters::DrawPrimitives()
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if(m_bgFail[p].IsLoaded() && m_i2DAnimState[p] == AS2D_FAIL)
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m_bgFail[p]->Draw();
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}
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*/
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}
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/*
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+5
-5
@@ -25,7 +25,7 @@ void Foreground::Unload()
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||||
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void Foreground::LoadFromSong( const Song *pSong )
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{
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/* Song graphics can get very big; never keep them in memory. */
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// Song graphics can get very big; never keep them in memory.
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RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
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TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
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@@ -58,7 +58,7 @@ void Foreground::LoadFromSong( const Song *pSong )
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void Foreground::Update( float fDeltaTime )
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{
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/* Calls to Update() should *not* be scaled by music rate. Undo it. */
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// Calls to Update() should *not* be scaled by music rate. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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@@ -67,7 +67,7 @@ void Foreground::Update( float fDeltaTime )
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if( GAMESTATE->m_fSongBeat < bga.m_fStartBeat )
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{
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/* The animation hasn't started yet. */
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// The animation hasn't started yet.
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continue;
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}
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@@ -89,14 +89,14 @@ void Foreground::Update( float fDeltaTime )
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fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
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}
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/* This shouldn't go down, but be safe: */
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// This shouldn't go down, but be safe:
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fDeltaTime = max( fDeltaTime, 0 );
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bga.m_bga->Update( fDeltaTime / fRate );
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if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
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{
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/* Finished. */
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// Finished.
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||||
bga.m_bga->SetVisible( false );
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||||
bga.m_bFinished = true;
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||||
continue;
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||||
+1
-4
@@ -1,18 +1,15 @@
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||||
/* Foreground - Foreground in front of notes while playing. */
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||||
#ifndef FOREGROUND_H
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||||
#define FOREGROUND_H
|
||||
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||||
#include "ActorFrame.h"
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||||
|
||||
class Song;
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||||
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||||
/** @brief Foreground in front of notes while playing. */
|
||||
class Foreground: public ActorFrame
|
||||
{
|
||||
public:
|
||||
~Foreground();
|
||||
|
||||
void Unload();
|
||||
|
||||
void LoadFromSong( const Song *pSong );
|
||||
|
||||
virtual void Update( float fDeltaTime );
|
||||
|
||||
+11
-12
@@ -65,6 +65,7 @@ void Model::Load( const RString &sFile )
|
||||
|
||||
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: \"%s\".", sPath.c_str(), iLineNum, sLine.c_str() )
|
||||
|
||||
// TODO: Move MS3D loading into its own class. - Colby
|
||||
void Model::LoadMilkshapeAscii( const RString &sPath )
|
||||
{
|
||||
LoadPieces( sPath, sPath, sPath );
|
||||
@@ -288,19 +289,17 @@ bool Model::EarlyAbortDraw() const
|
||||
void Model::DrawCelShaded()
|
||||
{
|
||||
// TODO: use shell shader for outline.
|
||||
this->SetGlow(RageColor(0,0,0,1));
|
||||
this->SetDiffuseAlpha(0);
|
||||
DISPLAY->SetPolygonMode( POLYGON_LINE );
|
||||
DISPLAY->SetLineWidth( 3 );
|
||||
this->SetZWrite( false );
|
||||
this->Draw();
|
||||
this->SetDiffuseAlpha(1);
|
||||
this->SetGlow(RageColor(1,1,1,0));
|
||||
DISPLAY->SetPolygonMode( POLYGON_FILL );
|
||||
this->SetZWrite( true );
|
||||
DISPLAY->SetCelShaded( true );
|
||||
|
||||
// First pass: outline/shell
|
||||
// DISPLAY->SetCelShaded(1);
|
||||
this->Draw();
|
||||
DISPLAY->SetCelShaded( false );
|
||||
|
||||
// Second pass: normal shading
|
||||
// DISPLAY->SetCelShaded(2);
|
||||
// this->Draw();
|
||||
|
||||
// DISPLAY->SetCelShaded(0)
|
||||
}
|
||||
|
||||
void Model::DrawPrimitives()
|
||||
@@ -375,7 +374,7 @@ void Model::DrawPrimitives()
|
||||
}
|
||||
|
||||
// go
|
||||
DrawMesh( i );
|
||||
DrawMesh(i);
|
||||
|
||||
// Turn off environment mapping on tex unit 0.
|
||||
DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, false );
|
||||
|
||||
@@ -1210,13 +1210,11 @@ void ScreenGameplay::LoadNextSong()
|
||||
if( m_pCombinedLifeMeter )
|
||||
m_pCombinedLifeMeter->OnLoadSong();
|
||||
|
||||
|
||||
if( m_pSongForeground )
|
||||
m_pSongForeground->LoadFromSong( GAMESTATE->m_pCurSong );
|
||||
|
||||
m_fTimeSinceLastDancingComment = 0;
|
||||
|
||||
|
||||
/* m_soundMusic and m_pSongBackground take a very long time to load,
|
||||
* so cap fDelta at 0 so m_NextSong will show up on screen.
|
||||
* -Chris */
|
||||
|
||||
+541
-280
File diff suppressed because it is too large
Load Diff
@@ -1,7 +1,7 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// $Workfile: stdafx.h $
|
||||
// $Archive: /ZipArchive/stdafx.h $
|
||||
// $Date: 2006-01-20 13:43:41 -0600 (Fri, 20 Jan 2006) $ $Author: gmaynard $
|
||||
// $Date: 2003-07-21 21:10:30 -0500 (Mon, 21 Jul 2003) $ $Author: gmaynard $
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// This source file is part of the ZipArchive library source distribution and
|
||||
// is Copyright 2000-2003 by Tadeusz Dracz (http://www.artpol-software.com/)
|
||||
@@ -38,20 +38,10 @@
|
||||
|
||||
#define ZIP_ARCHIVE_MFC
|
||||
|
||||
#if defined(_DEBUG)
|
||||
#undef _DEBUG
|
||||
#define RESTORE_DEBUG
|
||||
#endif
|
||||
|
||||
#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
|
||||
#include <afx.h>
|
||||
#include <afxwin.h>
|
||||
|
||||
#if defined(RESTORE_DEBUG)
|
||||
#undef RESTORE_DEBUG
|
||||
#define _DEBUG
|
||||
#endif
|
||||
|
||||
//{{AFX_INSERT_LOCATION}}
|
||||
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1 @@
|
||||
Windows MFC
|
||||
|
||||
Reference in New Issue
Block a user