add Character InitCommand (useful for scaling characters)
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@@ -3,6 +3,7 @@
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#include "IniFile.h"
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#include "RageUtil.h"
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#include "RageTextureID.h"
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#include "ActorUtil.h"
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Character::Character()
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{
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@@ -58,8 +59,13 @@ bool Character::Load( RString sCharDir )
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ini.GetValue( "Character", ssprintf("Level%dAttack%d",i+1,j+1), m_sAttacks[i][j] );
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}
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// get display name (if any)
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// get optional display name
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ini.GetValue( "Character", "DisplayName", m_sDisplayName );
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// get optional InitCommand
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RString s;
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ini.GetValue( "Character", "InitCommand", s );
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m_cmdInit = ActorUtil::ParseActorCommands( s );
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return true;
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}
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@@ -54,6 +54,8 @@ private:
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public:
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apActorCommands m_cmdInit;
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// All the stuff below will be filled in if this character is playable in Rave mode
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bool m_bUsableInRave;
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@@ -117,7 +117,7 @@ DancingCharacters::DancingCharacters()
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m_pCharacter[p]->SetX( MODEL_X_TWO_PLAYERS[p] );
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else
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m_pCharacter[p]->SetX( MODEL_X_ONE_PLAYER );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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@@ -131,6 +131,8 @@ DancingCharacters::DancingCharacters()
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m_pCharacter[p]->LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
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m_pCharacter[p]->LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
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m_pCharacter[p]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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m_pCharacter[p]->RunCommands( pChar->m_cmdInit );
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}
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}
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