[LifeMeterBattery] Fixed various issues (lives not fully disappearing on fail, P2 lose life animation having the wrong x zoom, hide the lives number if it falls below 0).
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@@ -13,6 +13,9 @@ StepMania 5.0 $next | 20111xxx
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* [ScreenEdit] Add the GAMESTATE:InStepEditor LUA binding. [Wolfman2000]
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* [Player, ScreenGameplay] Allow failing on Oni without crashing. This one
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took awhile. [Wolfman2000]
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* [LifeMeterBattery] Fixed various issues (lives not fully disappearing on fail,
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P2 lose life animation having the wrong x zoom, hide the lives number if it
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falls below 0). [AJ]
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2011/12/11
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----------
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@@ -3,14 +3,18 @@ local blinkTime = 1.2
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local t = Def.ActorFrame{
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LoadActor("_lives")..{
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-- xxx: assumes course is 4lives
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-- xxx: assumes course is 4lives (or more)
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InitCommand=cmd(pause;setstate,3);
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LifeChangedMessageCommand=function(self,param)
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if param.Player == player then
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if param.LivesLeft <= 4 then
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if param.LivesLeft == 0 then
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self:visible(false)
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elseif param.LivesLeft <= 4 then
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self:setstate( math.max(param.LivesLeft-1,0) )
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self:visible(true)
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else
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self:setstate(3)
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self:visible(true)
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end
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end
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end;
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@@ -136,6 +136,7 @@ BatteryP2X=0
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BatteryP2Y=0
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#
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NumLivesP2OnCommand=zoomx,-1
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NumLivesP2LoseLifeCommand=zoomx,-1.5;zoomy,1.5;linear,0.15;zoomx,-1;zoomy,1
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[LifeMeterBattery Percent]
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# still asking for this even though it's in fallback... -aj
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@@ -49,11 +49,6 @@ void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *
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m_textNumLives.LoadFromFont( THEME->GetPathF(sType, "lives") );
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m_textNumLives.SetName( ssprintf("NumLivesP%i",int(pn+1)) );
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// old hardcoded commands:
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/*
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m_textNumLives.SetDiffuse( RageColor(1,1,1,1) );
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m_textNumLives.SetShadowLength( 0 );
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*/
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if( bPlayerEnabled )
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{
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ActorUtil::LoadAllCommandsAndSetXY( m_textNumLives, sType );
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@@ -232,6 +227,11 @@ int LifeMeterBattery::GetRemainingLives() const
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void LifeMeterBattery::Refresh()
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{
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m_textNumLives.SetText( ssprintf(LIVES_FORMAT.GetValue(), m_iLivesLeft-1) );
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if( m_iLivesLeft-1 < 0 )
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{
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// hide text to avoid showing -1
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m_textNumLives.SetVisible(false);
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}
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//update m_sprBattery
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}
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