[splittiming] Re-establish Actor code.
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+18
-1
@@ -34,6 +34,8 @@ REGISTER_ACTOR_CLASS_WITH_NAME( HiddenActor, Actor );
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float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
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float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
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float Actor::g_fCurrentBGMTimeNoOffset = 0, Actor::g_fCurrentBGMBeatNoOffset = 0;
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float Actor::g_fCurrentBGMTimeNoOffset = 0, Actor::g_fCurrentBGMBeatNoOffset = 0;
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vector<float> Actor::g_vfCurrentBGMBeatPlayer(NUM_PlayerNumber, 0);
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vector<float> Actor::g_vfCurrentBGMBeatPlayerNoOffset(NUM_PlayerNumber, 0);
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Actor *Actor::Copy() const { return new Actor(*this); }
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Actor *Actor::Copy() const { return new Actor(*this); }
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@@ -68,6 +70,12 @@ void Actor::SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBe
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g_fCurrentBGMBeatNoOffset = fBeatNoOffset;
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g_fCurrentBGMBeatNoOffset = fBeatNoOffset;
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}
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}
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void Actor::SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset )
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{
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g_vfCurrentBGMBeatPlayer[pn] = fBeat;
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g_vfCurrentBGMBeatPlayerNoOffset[pn] = fBeatNoOffset;
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}
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void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
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void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
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{
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{
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ASSERT( iLightNumber < NUM_CabinetLight );
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ASSERT( iLightNumber < NUM_CabinetLight );
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@@ -151,7 +159,6 @@ Actor::Actor()
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lua_pop( L, 1 );
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lua_pop( L, 1 );
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LUA->Release( L );
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LUA->Release( L );
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m_size = RageVector2( 1, 1 );
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m_size = RageVector2( 1, 1 );
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InitState();
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InitState();
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m_pParent = NULL;
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m_pParent = NULL;
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@@ -676,6 +683,16 @@ void Actor::UpdateInternal( float fDeltaTime )
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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break;
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break;
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case CLOCK_BGM_BEAT_PLAYER1:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
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break;
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case CLOCK_BGM_BEAT_PLAYER2:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_2] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_2];
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break;
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case CLOCK_BGM_TIME:
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case CLOCK_BGM_TIME:
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m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect;
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m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_fCurrentBGMTime;
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m_fSecsIntoEffect = g_fCurrentBGMTime;
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@@ -1,6 +1,7 @@
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#ifndef ACTOR_H
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#ifndef ACTOR_H
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#define ACTOR_H
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#define ACTOR_H
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#include "PlayerNumber.h"
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#include "RageTypes.h"
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#include "RageTypes.h"
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#include "RageUtil_AutoPtr.h"
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#include "RageUtil_AutoPtr.h"
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#include "LuaReference.h"
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#include "LuaReference.h"
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@@ -109,6 +110,7 @@ public:
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virtual void LoadFromNode( const XNode* pNode );
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virtual void LoadFromNode( const XNode* pNode );
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static void SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBeatNoOffset );
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static void SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBeatNoOffset );
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static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset );
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static void SetBGMLight( int iLightNumber, float fCabinetLights );
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static void SetBGMLight( int iLightNumber, float fCabinetLights );
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/**
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/**
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@@ -131,6 +133,8 @@ public:
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CLOCK_BGM_BEAT,
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CLOCK_BGM_BEAT,
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CLOCK_BGM_TIME_NO_OFFSET,
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CLOCK_BGM_TIME_NO_OFFSET,
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CLOCK_BGM_BEAT_NO_OFFSET,
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CLOCK_BGM_BEAT_NO_OFFSET,
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CLOCK_BGM_BEAT_PLAYER1,
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CLOCK_BGM_BEAT_PLAYER2,
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CLOCK_LIGHT_1 = 1000,
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CLOCK_LIGHT_1 = 1000,
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CLOCK_LIGHT_LAST = 1100,
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CLOCK_LIGHT_LAST = 1100,
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NUM_CLOCKS
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NUM_CLOCKS
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@@ -713,6 +717,8 @@ protected:
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// global state
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// global state
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static float g_fCurrentBGMTime, g_fCurrentBGMBeat;
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static float g_fCurrentBGMTime, g_fCurrentBGMBeat;
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static float g_fCurrentBGMTimeNoOffset, g_fCurrentBGMBeatNoOffset;
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static float g_fCurrentBGMTimeNoOffset, g_fCurrentBGMBeatNoOffset;
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static vector<float> g_vfCurrentBGMBeatPlayer;
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static vector<float> g_vfCurrentBGMBeatPlayerNoOffset;
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private:
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private:
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// commands
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// commands
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+1
-1
@@ -953,7 +953,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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if( m_pCurSteps[pn] )
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if( m_pCurSteps[pn] )
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{
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{
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
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// Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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}
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}
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}
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}
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}
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}
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