fix Actor depending on GAMESTATE
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@@ -8,7 +8,7 @@
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#include "RageLog.h"
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#include "arch/Dialog/Dialog.h"
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#include "GameState.h" /* XXX: ugly dependency */
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static float g_fCurrentBGMTime = 0;
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/* This is Reset instead of Init since many derived classes have Init() functions
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* that shouldn't change the position of the actor. */
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@@ -59,6 +59,11 @@ Actor::Actor()
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m_bFirstUpdate = true;
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}
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void Actor::SetBGMTime( float fTime )
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{
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g_fCurrentBGMTime = fTime;
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}
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void Actor::Draw()
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{
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if( m_bHidden )
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@@ -324,7 +329,7 @@ void Actor::Update( float fDeltaTime )
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break;
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case CLOCK_BGM:
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m_fSecsIntoEffect = GAMESTATE->m_fSongBeat;
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m_fSecsIntoEffect = g_fCurrentBGMTime;
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break;
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}
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@@ -18,6 +18,8 @@ public:
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virtual ~Actor() {}
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virtual void Reset();
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static void SetBGMTime( float fTime );
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enum TweenType {
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TWEEN_LINEAR,
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TWEEN_ACCELERATE,
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@@ -53,7 +55,7 @@ public:
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static void MakeWeightedAverage( TweenState& average_out, const TweenState& ts1, const TweenState& ts2, float fPercentBetween );
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};
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enum EffectClock { CLOCK_TIMER, CLOCK_BGM };
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enum EffectClock { CLOCK_TIMER, CLOCK_BGM, NUM_CLOCKS };
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void Draw(); // calls, NeedsDraw, BeginDraw, DrawPrimitives, EndDraw
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virtual bool EarlyAbortDraw() { return false; } // return true to early abort drawing of this Actor
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@@ -499,6 +499,7 @@ void GameState::ResetMusicStatistics()
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m_fCurBPS = 10;
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m_bFreeze = false;
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m_bPastHereWeGo = false;
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Actor::SetBGMTime( 0 );
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}
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void GameState::ResetStageStatistics()
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@@ -555,6 +556,9 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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ASSERT_M( m_fSongBeat > -2000, ssprintf("%f %f", m_fSongBeat, fPositionSeconds) );
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m_fMusicSeconds = fPositionSeconds;
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Actor::SetBGMTime( m_fSongBeat );
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// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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