comment, cleanup
This commit is contained in:
+6
-9
@@ -370,7 +370,6 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
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}
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ASSERT( !sEffectFile.empty() );
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Actor *pActor = ActorUtil::MakeActor( sEffectFile );
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ASSERT( pActor );
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@@ -390,7 +389,7 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R
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// Set to not show any BGChanges, whether scripted or random
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if( GAMESTATE->m_SongOptions.GetCurrent().m_bStaticBackground )
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return BackgroundDef();
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if( RandomBGAnimations.empty() )
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return BackgroundDef();
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@@ -430,7 +429,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
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for( int i=max(iter->m_iStartRow,iStartRow); i<min(iEndRow,iSegmentEndRow); i+=4*iter->GetNoteRowsPerMeasure() )
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{
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// Don't fade. It causes frame rate dip, especially on slower machines.
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// Don't fade. It causes frame rate dip, especially on slower machines.
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
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if( !bd.IsEmpty() )
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{
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@@ -458,12 +457,12 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
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}
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if( !bAtBeginningOfMeasure )
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continue; // skip
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continue; // skip
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// start so that we don't create a BGChange right on top of fEndBeat
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bool bInRange = bpmseg.m_iStartRow >= iStartRow && bpmseg.m_iStartRow < iEndRow;
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if( !bInRange )
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continue; // skip
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continue; // skip
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
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if( !bd.IsEmpty() )
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@@ -487,9 +486,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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if( g_fBGBrightness == 0.0f )
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return;
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//
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// Choose a bunch of background that we'll use for the random file marker
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//
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// Choose a bunch of backgrounds that we'll use for the random file marker
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{
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vector<RString> vsThrowAway, vsNames;
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switch( g_RandomBackgroundMode )
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