bind HealthState

This commit is contained in:
Glenn Maynard
2007-02-25 08:23:50 +00:00
parent 2afb681aea
commit e30b6fe6c2
9 changed files with 35 additions and 14 deletions
+7 -6
View File
@@ -1530,23 +1530,24 @@ void ScreenGameplay::Update( float fDeltaTime )
//
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
HealthState &hs = pi->GetPlayerState()->m_HealthState;
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
{
pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
hs = HealthState_Dead;
}
else if( pi->m_pLifeMeter && pi->m_pLifeMeter->IsHot() )
{
pi->GetPlayerState()->m_HealthState = PlayerState::HOT;
hs = HealthState_Hot;
}
else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
{
pi->GetPlayerState()->m_HealthState = PlayerState::DANGER;
hs = HealthState_Danger;
}
else
{
pi->GetPlayerState()->m_HealthState = PlayerState::ALIVE;
hs = HealthState_Alive;
}
pi->m_SoundEffectControl.Update( fDeltaTime );
@@ -1710,7 +1711,7 @@ void ScreenGameplay::Update( float fDeltaTime )
break;
}
if( state == AS2D_GREAT && pi->GetPlayerState()->m_HealthState == PlayerState::HOT )
if( state == AS2D_GREAT && pi->GetPlayerState()->m_HealthState == HealthState_Hot )
state = AS2D_FEVER;
pCharacter->Change2DAnimState( pi->m_pn, state );
@@ -2349,7 +2350,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( pi->GetPlayerStageStats()->m_bFailed )
pDancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim
else if( pi->m_pLifeMeter && pi->GetPlayerState()->m_HealthState == PlayerState::HOT )
else if( pi->m_pLifeMeter && pi->GetPlayerState()->m_HealthState == HealthState_Hot )
pDancers->Change2DAnimState( pi->m_pn, AS2D_WINFEVER ); // full life pass anim
else
pDancers->Change2DAnimState( pi->m_pn, AS2D_WIN ); // pass anim