comment + cleanup
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@@ -82,6 +82,7 @@ void ScreenHowToPlay::Init()
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m_pmDancePad = new Model;
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m_pmDancePad->SetName( "Pad" );
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m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
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// xxx: hardcoded rotation -freem
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m_pmDancePad->SetRotationX( 35 );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad );
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}
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@@ -109,7 +110,8 @@ void ScreenHowToPlay::Init()
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m_pmCharacter->LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
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m_pmCharacter->SetDefaultAnimation( "rest" );
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m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
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// xxx: hardcoded rotation -freem
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter );
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@@ -126,12 +128,11 @@ void ScreenHowToPlay::Init()
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
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m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
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SMLoader::LoadFromSMFile( THEME->GetPathO(m_sName, "steps"), m_Song, false );
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m_Song.AddAutoGenNotes();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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Steps *pSteps = SongUtil::GetStepsByDescription( &m_Song, pStyle->m_StepsType, "" );
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ASSERT_M( pSteps != NULL, ssprintf("%i", pStyle->m_StepsType) );
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