Actor: propagate some default parameters
This commit is contained in:
+13
-13
@@ -1436,19 +1436,19 @@ public:
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static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check<VertAlign>(L, 1)); return 0; }
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static int halign( T* p, lua_State *L ) { p->SetHorizAlign(FArg(1)); return 0; }
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static int valign( T* p, lua_State *L ) { p->SetVertAlign(FArg(1)); return 0; }
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static int diffuseblink( T* p, lua_State * ) { p->SetEffectDiffuseBlink(); return 0; }
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static int diffuseshift( T* p, lua_State * ) { p->SetEffectDiffuseShift(); return 0; }
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static int diffuseramp( T* p, lua_State * ) { p->SetEffectDiffuseRamp(); return 0; }
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static int glowblink( T* p, lua_State * ) { p->SetEffectGlowBlink(); return 0; }
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static int glowshift( T* p, lua_State * ) { p->SetEffectGlowShift(); return 0; }
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static int glowramp( T* p, lua_State * ) { p->SetEffectGlowRamp(); return 0; }
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static int rainbow( T* p, lua_State * ) { p->SetEffectRainbow(); return 0; }
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static int wag( T* p, lua_State * ) { p->SetEffectWag(); return 0; }
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static int bounce( T* p, lua_State * ) { p->SetEffectBounce(); return 0; }
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static int bob( T* p, lua_State * ) { p->SetEffectBob(); return 0; }
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static int pulse( T* p, lua_State * ) { p->SetEffectPulse(); return 0; }
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static int spin( T* p, lua_State * ) { p->SetEffectSpin(); return 0; }
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static int vibrate( T* p, lua_State * ) { p->SetEffectVibrate(); return 0; }
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static int diffuseblink( T* p, lua_State * ) { p->SetEffectDiffuseBlink(1.0f, RageColor(0.5f,0.5f,0.5f,0.5f), RageColor(1,1,1,1)); return 0; }
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static int diffuseshift( T* p, lua_State * ) { p->SetEffectDiffuseShift(1.0f, RageColor(0,0,0,1), RageColor(1,1,1,1)); return 0; }
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static int diffuseramp( T* p, lua_State * ) { p->SetEffectDiffuseRamp(1.0f, RageColor(0,0,0,1), RageColor(1,1,1,1)); return 0; }
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static int glowblink( T* p, lua_State * ) { p->SetEffectGlowBlink(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f)); return 0; }
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static int glowshift( T* p, lua_State * ) { p->SetEffectGlowShift(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f)); return 0; }
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static int glowramp( T* p, lua_State * ) { p->SetEffectGlowRamp(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f)); return 0; }
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static int rainbow( T* p, lua_State * ) { p->SetEffectRainbow(2.0f); return 0; }
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static int wag( T* p, lua_State * ) { p->SetEffectWag(2.0f, RageVector3(0,0,20)); return 0; }
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static int bounce( T* p, lua_State * ) { p->SetEffectBounce(2.0f, RageVector3(0,20,0)); return 0; }
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static int bob( T* p, lua_State * ) { p->SetEffectBob(2.0f, RageVector3(0,20,0)); return 0; }
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static int pulse( T* p, lua_State * ) { p->SetEffectPulse(2.0f, 0.5f, 1.0f); return 0; }
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static int spin( T* p, lua_State * ) { p->SetEffectSpin(RageVector3(0,0,180)); return 0; }
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static int vibrate( T* p, lua_State * ) { p->SetEffectVibrate(RageVector3(10,10,10)); return 0; }
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static int stopeffect( T* p, lua_State * ) { p->StopEffect(); return 0; }
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static int effectcolor1( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor1( c ); return 0; }
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static int effectcolor2( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor2( c ); return 0; }
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+13
-38
@@ -511,44 +511,19 @@ public:
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void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; }
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RageVector3 GetEffectMagnitude() const { return m_vEffectMagnitude; }
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void SetEffectDiffuseBlink(
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float fEffectPeriodSeconds = 1.0f,
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RageColor c1 = RageColor(0.5f,0.5f,0.5f,1),
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RageColor c2 = RageColor(1,1,1,1) );
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void SetEffectDiffuseShift( float fEffectPeriodSeconds = 1.f,
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RageColor c1 = RageColor(0,0,0,1),
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RageColor c2 = RageColor(1,1,1,1) );
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void SetEffectDiffuseRamp( float fEffectPeriodSeconds = 1.f,
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RageColor c1 = RageColor(0,0,0,1),
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RageColor c2 = RageColor(1,1,1,1) );
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void SetEffectGlowBlink( float fEffectPeriodSeconds = 1.f,
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RageColor c1 = RageColor(1,1,1,0.2f),
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RageColor c2 = RageColor(1,1,1,0.8f) );
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void SetEffectGlowShift(
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float fEffectPeriodSeconds = 1.0f,
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RageColor c1 = RageColor(1,1,1,0.2f),
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RageColor c2 = RageColor(1,1,1,0.8f) );
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void SetEffectGlowRamp(
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float fEffectPeriodSeconds = 1.0f,
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RageColor c1 = RageColor(1,1,1,0.2f),
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RageColor c2 = RageColor(1,1,1,0.8f) );
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void SetEffectRainbow(
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float fEffectPeriodSeconds = 2.0f );
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void SetEffectWag(
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float fPeriod = 2.f,
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RageVector3 vect = RageVector3(0,0,20) );
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void SetEffectBounce(
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float fPeriod = 2.f,
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RageVector3 vect = RageVector3(0,20,0) );
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void SetEffectBob(
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float fPeriod = 2.f,
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RageVector3 vect = RageVector3(0,20,0) );
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void SetEffectPulse(
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float fPeriod = 2.f,
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float fMinZoom = 0.5f,
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float fMaxZoom = 1.f );
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void SetEffectSpin( RageVector3 vect = RageVector3(0,0,180) );
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void SetEffectVibrate( RageVector3 vect = RageVector3(10,10,10) );
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void SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
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void SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
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void SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
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void SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
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void SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
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void SetEffectGlowRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
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void SetEffectRainbow( float fEffectPeriodSeconds );
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void SetEffectWag( float fPeriod, RageVector3 vect );
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void SetEffectBounce( float fPeriod, RageVector3 vect );
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void SetEffectBob( float fPeriod, RageVector3 vect );
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void SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom );
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void SetEffectSpin( RageVector3 vect );
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void SetEffectVibrate( RageVector3 vect );
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// other properties
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@@ -71,9 +71,7 @@ void LifeMeterTime::Load( const PlayerState *pPlayerState, PlayerStageStats *pPl
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m_quadDangerGlow.ZoomToWidth( METER_WIDTH );
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m_quadDangerGlow.ZoomToHeight( METER_HEIGHT );
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// hardcoded effects...
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m_quadDangerGlow.SetEffectDiffuseShift();
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m_quadDangerGlow.SetEffectColor1( RageColor(1,0,0,0.8f) );
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m_quadDangerGlow.SetEffectColor2( RageColor(1,0,0,0) );
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m_quadDangerGlow.SetEffectDiffuseShift( 1.0f, RageColor(1,0,0,0.8f), RageColor(1,0,0,0) );
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m_quadDangerGlow.SetEffectClock( Actor::CLOCK_BGM_BEAT );
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this->AddChild( &m_quadDangerGlow );
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@@ -270,8 +270,8 @@ float ScreenRanking::SetPage( const PageToShow &pts )
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if( bRecentHighScore )
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{
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m_textNames[l].SetEffectGlowBlink(0.1f);
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m_textScores[l].SetEffectGlowBlink(0.1f);
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m_textNames[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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m_textScores[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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}
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else
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{
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@@ -321,8 +321,8 @@ float ScreenRanking::SetPage( const PageToShow &pts )
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if( bRecentHighScore )
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{
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m_textNames[l].SetEffectGlowBlink(0.1f);
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m_textScores[l].SetEffectGlowBlink(0.1f);
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m_textNames[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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m_textScores[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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}
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else
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{
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@@ -220,7 +220,7 @@ void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].SetEffectGlowShift();
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m_sprCardArrows[pnAffected].SetEffectGlowShift(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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break;
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default: break;
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}
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@@ -111,7 +111,7 @@ void WorkoutGraph::SetFromGameStateAndHighlightSong( int iSongIndex )
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int iBarIndex = iSongIndex - m_iSongsChoppedOffAtBeginning;
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if( iBarIndex < (int)m_vpBars.size() )
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m_vpBars[iBarIndex]->SetEffectGlowBlink(0.3f);
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m_vpBars[iBarIndex]->SetEffectGlowBlink(0.3f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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}
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