add Cel Shading drawing code. (I dunno, perhaps this should be part of
Model::Draw() instead of a separate function...)
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@@ -241,24 +241,43 @@ void BeginnerHelper::DrawPrimitives()
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m_sFlash.Draw();
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
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if(DrawCelShaded)
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{
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m_mDancePad.DrawCelShaded();
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}
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else
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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m_mDancePad.Draw();
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}
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m_mDancePad.Draw();
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for( int scd=0; scd<NUM_PLAYERS*2; scd++ )
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m_sStepCircle[scd].Draw(); // Should be drawn before the dancer, but after the pad, so it is drawn over the pad and under the dancer.
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_mDancer[pn].Draw();
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if(DrawCelShaded)
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{
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_mDancer[pn].DrawCelShaded();
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}
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else
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{
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_mDancer[pn].Draw();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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}
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void BeginnerHelper::Step( int pn, int CSTEP )
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