add effectdelay
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+15
-6
@@ -44,7 +44,8 @@ void Actor::Reset()
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m_Effect = no_effect;
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m_fSecsIntoEffect = 0;
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m_fEffectPeriodSeconds = 1;
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m_fEffectPerfectOffset = 0;
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m_fEffectDelay = 0;
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m_fEffectOffset = 0;
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m_EffectClock = CLOCK_TIMER;
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m_vEffectMagnitude = RageVector3(0,0,10);
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m_effectColor1 = RageColor(1,1,1,1);
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@@ -99,11 +100,18 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
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m_pTempState = &m_tempState;
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m_tempState = m_current;
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float fPercentThroughEffect = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
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fPercentThroughEffect += m_fEffectPerfectOffset;
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fPercentThroughEffect = fmodfp( fPercentThroughEffect, 1 );
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/* EffectPeriodSeconds is the total time of the effect (including delay).
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* m_fEffectDelay is the amount of time to stick on 0%. Offset shifts the
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* entire thing forwards. For example, if m_fEffectPeriodSeconds is 1,
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* the effect can happen from .40 to .55 by setting offset to .40 and
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* delay to .85. */
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const float fTotalPeriod = m_fEffectPeriodSeconds + m_fEffectDelay;
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const float fSecsIntoPeriod = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod );
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bool bBlinkOn = fPercentThroughEffect < 0.5f;
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float fPercentThroughEffect = SCALE( fSecsIntoPeriod, 0, m_fEffectPeriodSeconds, 0, 1 );
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fPercentThroughEffect = clamp( fPercentThroughEffect, 0, 1 );
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bool bBlinkOn = fPercentThroughEffect > 0.5f;
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float fPercentBetweenColors = sinf( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
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ASSERT( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1 );
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float fOriginalAlpha = m_tempState.diffuse[0].a;
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@@ -305,7 +313,7 @@ void Actor::Update( float fDeltaTime )
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{
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case CLOCK_TIMER:
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m_fSecsIntoEffect += fDeltaTime;
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m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds );
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m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds + m_fEffectDelay );
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break;
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case CLOCK_BGM:
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@@ -795,6 +803,7 @@ void Actor::HandleCommand( const ParsedCommand &command )
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else if( sName=="effectcolor2" ) SetEffectColor2( cParam(1) );
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else if( sName=="effectperiod" ) SetEffectPeriod( fParam(1) );
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else if( sName=="effectoffset" ) SetEffectOffset( fParam(1) );
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else if( sName=="effectdelay" ) SetEffectDelay( fParam(1) );
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else if( sName=="effectclock" ) SetEffectClock( sParam(1) );
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else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(1),fParam(2),fParam(3)) );
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else if( sName=="scaletocover" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToCover(R); }
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@@ -219,7 +219,8 @@ public:
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void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
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void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
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void SetEffectPeriod( float fSecs ) { m_fEffectPeriodSeconds = fSecs; }
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void SetEffectOffset( float fPercent ) { m_fEffectPerfectOffset = fPercent; }
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void SetEffectDelay( float fTime ) { m_fEffectDelay = fTime; }
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void SetEffectOffset( float fPercent ) { m_fEffectOffset = fPercent; }
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void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
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void SetEffectClock( CString s );
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@@ -344,7 +345,8 @@ protected:
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Effect m_Effect;
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float m_fSecsIntoEffect;
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float m_fEffectPeriodSeconds;
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float m_fEffectPerfectOffset;
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float m_fEffectDelay;
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float m_fEffectOffset;
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EffectClock m_EffectClock;
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RageColor m_effectColor1;
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