Add sorts by meter

Choose a random dancing character on GameState::Reset()
This commit is contained in:
Chris Danford
2003-06-27 08:06:22 +00:00
parent 537ae7e991
commit df728d987a
12 changed files with 160 additions and 35 deletions
+17 -19
View File
@@ -43,27 +43,25 @@ const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { -8, 8 };
DancingCharacters::DancingCharacters()
{
if( PREFSMAN->m_bShowDancingCharacters )
for( int p=0; p<NUM_PLAYERS; p++ )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
Character* pChar = GAMESTATE->m_pCurCharacters[p];
if( !pChar )
continue;
if( GAMESTATE->GetNumPlayersEnabled()==2 )
m_Character[p].SetX( MODEL_X_TWO_PLAYERS[p] );
else
m_Character[p].SetX( MODEL_X_ONE_PLAYER );
m_Character[p].LoadMilkshapeAscii( pChar->GetModelPath() );
m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
m_Character[p].PlayAnimation( "rest" );
this->AddChild( &m_Character[p] );
}
Character* pChar = GAMESTATE->m_pCurCharacters[p];
if( !pChar )
continue;
if( GAMESTATE->GetNumPlayersEnabled()==2 )
m_Character[p].SetX( MODEL_X_TWO_PLAYERS[p] );
else
m_Character[p].SetX( MODEL_X_ONE_PLAYER );
m_Character[p].LoadMilkshapeAscii( pChar->GetModelPath() );
m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
m_Character[p].PlayAnimation( "rest" );
this->AddChild( &m_Character[p] );
}
// initial camera sweep is still