diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index 9d1f591d78..683cec06a7 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -1012,11 +1012,6 @@ void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom ) } -void Actor::SetShadowLength( float fLength ) -{ - m_fShadowLength = fLength; -} - void Actor::AddRotationH( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromH(rot) ); diff --git a/stepmania/src/Actor.h b/stepmania/src/Actor.h index abea52ba56..50312dd333 100644 --- a/stepmania/src/Actor.h +++ b/stepmania/src/Actor.h @@ -298,15 +298,15 @@ public: bool GetHidden() const { return !m_bVisible; } void SetVisible( bool b ) { m_bVisible = b; } void SetHidden( bool b ) { m_bVisible = !b; } - void SetShadowLength( float fLength ); + void SetShadowLength( float fLength ) { m_fShadowLength = fLength; } // TODO: Implement hibernate as a tween type? void SetHibernate( float fSecs ) { m_fHibernateSecondsLeft = fSecs; } void SetDrawOrder( int iOrder ) { m_iDrawOrder = iOrder; } int GetDrawOrder() const { return m_iDrawOrder; } virtual void EnableAnimation( bool b ) { m_bIsAnimating = b; } // Sprite needs to overload this - void StartAnimating() { this->EnableAnimation(true); }; - void StopAnimating() { this->EnableAnimation(false); }; + void StartAnimating() { this->EnableAnimation(true); } + void StopAnimating() { this->EnableAnimation(false); } // @@ -412,7 +412,8 @@ protected: // Effect m_Effect; RString m_sEffectCommand; // effect_lua - float m_fSecsIntoEffect, m_fEffectDelta; + float m_fSecsIntoEffect; + float m_fEffectDelta; // units depend on m_EffectClock float m_fEffectRampUp; @@ -435,21 +436,21 @@ protected: // other properties // bool m_bVisible; + bool m_bIsAnimating; float m_fHibernateSecondsLeft; float m_fShadowLength; // 0 == no shadow - bool m_bIsAnimating; - int m_iDrawOrder; + int m_iDrawOrder; // lower first // // render states // - bool m_bTextureWrapping; BlendMode m_BlendMode; - bool m_bClearZBuffer; ZTestMode m_ZTestMode; + CullMode m_CullMode; + bool m_bTextureWrapping; + bool m_bClearZBuffer; bool m_bZWrite; float m_fZBias; // 0 = no bias; 1 = full bias - CullMode m_CullMode; // // global state