diff --git a/stepmania/src/BeginnerHelper.cpp b/stepmania/src/BeginnerHelper.cpp index 5ecb096037..a36d304314 100644 --- a/stepmania/src/BeginnerHelper.cpp +++ b/stepmania/src/BeginnerHelper.cpp @@ -7,6 +7,7 @@ #include "RageLog.h" #include "RageDisplay.h" #include "ThemeManager.h" +#include "RageFile.h" // "PLAYER_X" offsets are relative to the pad.. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310 #define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%d_X",px+1)) @@ -92,8 +93,8 @@ void BeginnerHelper::Initialize( int iDancePadType ) switch(iDancePadType) { case 0: break; // No pad - case 1:m_mDancePad.LoadMilkshapeAscii("Characters\\DancePad-DDR.txt"); break; - case 2:m_mDancePad.LoadMilkshapeAscii("Characters\\DancePads-DDR.txt"); break; + case 1:m_mDancePad.LoadMilkshapeAscii(FixSlashes("Characters\\DancePad-DDR.txt")); break; + case 2:m_mDancePad.LoadMilkshapeAscii(FixSlashes("Characters\\DancePads-DDR.txt")); break; } this->AddChild( &m_mDancePad ); @@ -106,11 +107,11 @@ void BeginnerHelper::Initialize( int iDancePadType ) m_mDancer[pl].LoadMilkshapeAscii( GAMESTATE->m_pCurCharacters[pl]->GetModelPath() ); // Load needed animations - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT","Characters\\BeginnerHelper_step-left.bones.txt" ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN","Characters\\BeginnerHelper_step-down.bones.txt" ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP","Characters\\BeginnerHelper_step-up.bones.txt" ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT","Characters\\BeginnerHelper_step-right.bones.txt" ); - m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR","Characters\\BeginnerHelper_step-jumplr.bones.txt" ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT",FixSlashes("Characters\\BeginnerHelper_step-left.bones.txt") ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN",FixSlashes("Characters\\BeginnerHelper_step-down.bones.txt") ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP",FixSlashes("Characters\\BeginnerHelper_step-up.bones.txt") ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT",FixSlashes("Characters\\BeginnerHelper_step-right.bones.txt") ); + m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR",FixSlashes("Characters\\BeginnerHelper_step-jumplr.bones.txt") ); /*m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPUD","Characters\\BeginnerHelper_step-jumpud.bones.txt" );*/ m_mDancer[pl].LoadMilkshapeAsciiBones( "rest",GAMESTATE->m_pCurCharacters[0]->GetRestAnimationPath() ); m_mDancer[pl].SetDefaultAnimation( "rest" ); @@ -202,4 +203,4 @@ void BeginnerHelper::Update( float fDeltaTime ) for( int pu=0; puGetMetricF("ScreenHowToPlay","SongBPM") #define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow") @@ -60,7 +61,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay") if( iRnd != 0 ) { m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() ); - m_mDancePad.LoadMilkshapeAscii("Characters\\DancePad-DDR.txt"); + m_mDancePad.LoadMilkshapeAscii(FixSlashes("Characters\\DancePad-DDR.txt")); m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() ); m_mCharacter.SetRotationX( 40 ); @@ -231,4 +232,4 @@ void ScreenHowToPlay::DrawPrimitives() DISPLAY->SetLightOff( 0 ); DISPLAY->SetLighting( false ); -} \ No newline at end of file +}