Let's see what the merge diagram looks like now.
This commit is contained in:
+11
-17
@@ -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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@@ -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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@@ -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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@@ -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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@@ -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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+1
-2
@@ -23,7 +23,7 @@ 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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@@ -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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@@ -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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@@ -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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@@ -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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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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/** @brief Foreground in front of notes while playing. */
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class Foreground: public ActorFrame
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{
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public:
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~Foreground();
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void Unload();
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void LoadFromSong( const Song *pSong );
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virtual void Update( float fDeltaTime );
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+10
-11
@@ -65,6 +65,7 @@ void Model::Load( const RString &sFile )
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#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: \"%s\".", sPath.c_str(), iLineNum, sLine.c_str() )
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// TODO: Move MS3D loading into its own class. - Colby
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void Model::LoadMilkshapeAscii( const RString &sPath )
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{
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LoadPieces( sPath, sPath, sPath );
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@@ -288,19 +289,17 @@ bool Model::EarlyAbortDraw() const
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void Model::DrawCelShaded()
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{
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// TODO: use shell shader for outline.
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this->SetGlow(RageColor(0,0,0,1));
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this->SetDiffuseAlpha(0);
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DISPLAY->SetPolygonMode( POLYGON_LINE );
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DISPLAY->SetLineWidth( 3 );
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this->SetZWrite( false );
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this->Draw();
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this->SetDiffuseAlpha(1);
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this->SetGlow(RageColor(1,1,1,0));
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DISPLAY->SetPolygonMode( POLYGON_FILL );
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this->SetZWrite( true );
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DISPLAY->SetCelShaded( true );
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// First pass: outline/shell
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// DISPLAY->SetCelShaded(1);
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this->Draw();
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DISPLAY->SetCelShaded( false );
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// Second pass: normal shading
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// DISPLAY->SetCelShaded(2);
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// this->Draw();
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// DISPLAY->SetCelShaded(0)
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}
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void Model::DrawPrimitives()
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@@ -1210,13 +1210,11 @@ void ScreenGameplay::LoadNextSong()
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if( m_pCombinedLifeMeter )
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m_pCombinedLifeMeter->OnLoadSong();
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if( m_pSongForeground )
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m_pSongForeground->LoadFromSong( GAMESTATE->m_pCurSong );
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m_fTimeSinceLastDancingComment = 0;
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/* m_soundMusic and m_pSongBackground take a very long time to load,
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* so cap fDelta at 0 so m_NextSong will show up on screen.
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* -Chris */
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+541
-280
File diff suppressed because it is too large
Load Diff
@@ -1,7 +1,7 @@
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///////////////////////////////////////////////////////////////////////////////
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// $Workfile: stdafx.h $
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// $Archive: /ZipArchive/stdafx.h $
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// $Date: 2006-01-20 13:43:41 -0600 (Fri, 20 Jan 2006) $ $Author: gmaynard $
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// $Date: 2003-07-21 21:10:30 -0500 (Mon, 21 Jul 2003) $ $Author: gmaynard $
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////////////////////////////////////////////////////////////////////////////////
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// This source file is part of the ZipArchive library source distribution and
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// is Copyright 2000-2003 by Tadeusz Dracz (http://www.artpol-software.com/)
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@@ -38,20 +38,10 @@
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#define ZIP_ARCHIVE_MFC
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#if defined(_DEBUG)
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#undef _DEBUG
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#define RESTORE_DEBUG
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#endif
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#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
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#include <afx.h>
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#include <afxwin.h>
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#if defined(RESTORE_DEBUG)
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#undef RESTORE_DEBUG
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#define _DEBUG
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#endif
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1 @@
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Windows MFC
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Block a user