Break cel shading (it'll be fixed soon, I have to poke at RageDisplay stuff), add TODOs for myself, and comment out some 2D character stuff... 2d chars should be possible to implement in lua instead.
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@@ -14,6 +14,15 @@
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#define DC_X( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterXP%d",choice+1))
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#define DC_Y( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterYP%d",choice+1))
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/*
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* TODO:
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* - Metrics/Lua for lighting and camera sweeping.
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* - Ability to load secondary elements i.e. stages.
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* - Remove support for 2D characters? There's no need for them (Lua can do it).
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* - Cleanup!
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*
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* -- Colby
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*/
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const float CAMERA_REST_DISTANCE = 32.f;
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const float CAMERA_REST_LOOK_AT_HEIGHT = -11.f;
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@@ -247,7 +256,8 @@ void DancingCharacters::Update( float fDelta )
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m_fThisCameraStartBeat = (float) iCurBeat;
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m_fThisCameraEndBeat = float(iCurBeat + 8);
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}
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/*
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// is there any of this still around? This block of code is _ugly_. -Colby
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// update any 2D stuff
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FOREACH_PlayerNumber( p )
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{
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@@ -286,6 +296,7 @@ void DancingCharacters::Update( float fDelta )
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}
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}
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}
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*/
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}
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void DancingCharacters::Change2DAnimState( PlayerNumber pn, int iState )
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@@ -326,6 +337,7 @@ void DancingCharacters::DrawPrimitives()
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bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
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RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(1,0.95f,0.925f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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@@ -349,12 +361,12 @@ void DancingCharacters::DrawPrimitives()
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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DISPLAY->ClearZBuffer();
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}
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DISPLAY->CameraPopMatrix();
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/*
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// Ugly! -Colby
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// now draw any potential 2D stuff
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FOREACH_PlayerNumber( p )
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{
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@@ -375,6 +387,7 @@ void DancingCharacters::DrawPrimitives()
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if(m_bgFail[p].IsLoaded() && m_i2DAnimState[p] == AS2D_FAIL)
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m_bgFail[p]->Draw();
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}
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*/
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}
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/*
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