preparing for the future again
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+37
-17
@@ -92,6 +92,22 @@ public:
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wag, bounce, bob, pulse,
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spin, vibrate
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};
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/** @brief Various values an Actor's effect can be tied to. */
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enum EffectClock
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{
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CLOCK_TIMER,
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CLOCK_TIMER_GLOBAL,
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CLOCK_BGM_TIME,
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CLOCK_BGM_BEAT,
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CLOCK_BGM_TIME_NO_OFFSET,
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CLOCK_BGM_BEAT_NO_OFFSET,
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CLOCK_LIGHT_1 = 1000,
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CLOCK_LIGHT_LAST = 1100,
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NUM_CLOCKS
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};
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///** @brief What type of Effect this is. */
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/*
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enum EffectType {
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EffectType_Diffuse,
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@@ -100,6 +116,27 @@ public:
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};
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*/
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// todo: use this instead of the Effect enum -aj
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/*
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struct Effect
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{
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RString m_sName;
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EffectType m_Type; // diffuse or translate
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float m_fSecsIntoEffect;
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float m_fEffectDelta;
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RageColor m_effectColor1;
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RageColor m_effectColor2;
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RageVector3 m_vEffectMagnitude;
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EffectClock m_EffectClock;
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// units depend on m_EffectClock
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float m_fEffectRampUp;
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float m_fEffectHoldAtHalf;
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float m_fEffectRampDown;
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float m_fEffectHoldAtZero;
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float m_fEffectOffset;
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};
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*/
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struct TweenState
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{
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void Init();
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@@ -128,20 +165,6 @@ public:
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float aux;
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};
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/** @brief Various values an Actor's effect can be tied to. */
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enum EffectClock
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{
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CLOCK_TIMER,
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CLOCK_TIMER_GLOBAL,
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CLOCK_BGM_TIME,
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CLOCK_BGM_BEAT,
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CLOCK_BGM_TIME_NO_OFFSET,
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CLOCK_BGM_BEAT_NO_OFFSET,
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CLOCK_LIGHT_1 = 1000,
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CLOCK_LIGHT_LAST = 1100,
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NUM_CLOCKS
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};
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void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw
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virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
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virtual void BeginDraw(); // pushes transform onto world matrix stack
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@@ -308,7 +331,6 @@ public:
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void StretchTo( const RectF &rect );
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// Alignment settings. These need to be virtual for BitmapText
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virtual void SetHorizAlign( float f ) { m_fHorizAlign = f; }
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virtual void SetVertAlign( float f ) { m_fVertAlign = f; }
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@@ -488,7 +510,6 @@ protected:
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* Use the defined constant values for best effect. */
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float m_fVertAlign;
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// Stuff for effects
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#if defined(SSC_FUTURES) // be able to stack effects
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vector<Effect> m_Effects;
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@@ -515,7 +536,6 @@ protected:
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RageColor m_effectColor2;
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RageVector3 m_vEffectMagnitude;
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// other properties
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bool m_bVisible;
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bool m_bIsAnimating;
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