convert ints and casts to use PlayerNumber and macros

This commit is contained in:
Chris Danford
2004-08-30 04:35:14 +00:00
parent 081c1e24b5
commit cf9b4af6cb
9 changed files with 110 additions and 157 deletions
+6 -13
View File
@@ -71,7 +71,7 @@ BeginnerHelper::~BeginnerHelper()
{
}
void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
{
int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
switch(CSTEP)
@@ -89,7 +89,7 @@ void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
m_sStepCircle[pn][isc].SetZoom(0);
}
void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
void BeginnerHelper::AddPlayer( PlayerNumber pn, NoteData *pSteps )
{
ASSERT(!m_bInitialized);
ASSERT(pSteps != NULL);
@@ -268,7 +268,7 @@ void BeginnerHelper::DrawPrimitives()
}
}
void BeginnerHelper::Step( int pn, int CSTEP )
void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
{
m_pDancer[pn]->StopTweening();
m_pDancer[pn]->SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
@@ -324,12 +324,8 @@ void BeginnerHelper::Update( float fDeltaTime )
// the row we want to check on this update
int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
for(int pn=0; pn<NUM_PLAYERS; pn++)
FOREACH_EnabledPlayer( pn )
{
// Skip if not enabled
if(!m_bPlayerEnabled[pn])
continue;
for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
{
// Check if there are any notes at all on this row.. If not, save scanning.
@@ -357,12 +353,9 @@ void BeginnerHelper::Update( float fDeltaTime )
m_sFlash.Update(fDeltaTime);
float beat = (fDeltaTime*GAMESTATE->m_fCurBPS);
for(int pu=0; pu<NUM_PLAYERS; pu++)
// If this is not a human player, the dancer is not shown
FOREACH_HumanPlayer( pu )
{
// If this is not a human player, the dancer is not shown
if(!GAMESTATE->IsHumanPlayer(pu))
continue;
// Update dancer's animation and StepCircles
m_pDancer[pu]->Update( beat );
for(int scu=0; scu<NUM_PLAYERS; scu++)