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

This commit is contained in:
Chris Danford
2004-05-24 06:10:11 +00:00
parent 6f75a3d920
commit ba93ee8469
38 changed files with 161 additions and 161 deletions
+6 -6
View File
@@ -56,7 +56,7 @@ DancingCharacters::DancingCharacters()
memset( m_bHasWinAnim, 0, sizeof(m_bHasWinAnim) );
memset( m_bHasFailAnim, 0, sizeof(m_bHasFailAnim) );
for( int p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
{
m_2DIdleTimer[p].SetZero();
m_i2DAnimState[p] = AS2D_IDLE; // start on idle state
@@ -174,7 +174,7 @@ void DancingCharacters::LoadNextSong()
ASSERT( GAMESTATE->m_pCurSong );
m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
for( int p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
m_Character[p].PlayAnimation( "rest" );
}
@@ -201,7 +201,7 @@ void DancingCharacters::Update( float fDelta )
* at a very low music rate. */
fUpdateScale *= GAMESTATE->m_SongOptions.m_fMusicRate;
for( int p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerEnabled(p) )
m_Character[p].Update( fDelta*fUpdateScale );
@@ -212,7 +212,7 @@ void DancingCharacters::Update( float fDelta )
bool bIsHereWeGo = GAMESTATE->m_bPastHereWeGo;
if( !bWasHereWeGo && bIsHereWeGo )
{
for( int p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
m_Character[p].PlayAnimation( "warmup" );
}
@@ -224,7 +224,7 @@ void DancingCharacters::Update( float fDelta )
if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
{
for( int p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
m_Character[p].PlayAnimation( "dance" );
}
fLastBeat = fThisBeat;
@@ -267,7 +267,7 @@ void DancingCharacters::Update( float fDelta )
}
// update any 2D stuff
for( int p=0; p<NUM_PLAYERS; p++ )
FOREACH_PlayerNumber( p )
{
if(m_bHasIdleAnim[p])
{