cleanup, less random order

This commit is contained in:
Glenn Maynard
2006-07-29 06:18:09 +00:00
parent e57aa00b2a
commit e550a0fcb5
2 changed files with 10 additions and 14 deletions
-5
View File
@@ -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) );
+10 -9
View File
@@ -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