[splittiming] Compiles and links.
Not guaranteed to work. Adjustments to GameState and SongPosition may still be needed.
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@@ -191,7 +191,7 @@ void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
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m_sStepCircle[pn][isc].StopEffect();
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m_sStepCircle[pn][isc].SetZoom( 2 );
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m_sStepCircle[pn][isc].StopTweening();
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m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_fCurBPS/3, TWEEN_LINEAR );
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m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_Position.m_fCurBPS/3, TWEEN_LINEAR );
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m_sStepCircle[pn][isc].SetZoom( 0 );
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}
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@@ -318,19 +318,19 @@ void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
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ShowStepCircle( pn, ST_DOWN );
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m_pDancer[pn]->StopTweening();
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m_pDancer[pn]->PlayAnimation( "Step-JUMPLR", 1.5f );
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m_pDancer[pn]->BeginTweening( GAMESTATE->m_fCurBPS/8, TWEEN_LINEAR );
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m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS/8, TWEEN_LINEAR );
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m_pDancer[pn]->SetRotationY( 90 );
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m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_fCurBPS * 2) ); //sleep between jump-frames
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m_pDancer[pn]->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_Position.m_fCurBPS * 2) ); //sleep between jump-frames
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m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
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m_pDancer[pn]->SetRotationY( 0 );
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break;
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}
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m_sFlash.StopEffect();
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m_sFlash.StopTweening();
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m_sFlash.Sleep( GAMESTATE->m_fCurBPS/16 );
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m_sFlash.Sleep( GAMESTATE->m_Position.m_fCurBPS/16 );
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m_sFlash.SetDiffuseAlpha( 1 );
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m_sFlash.BeginTweening( 1/GAMESTATE->m_fCurBPS * 0.5f );
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m_sFlash.BeginTweening( 1/GAMESTATE->m_Position.m_fCurBPS * 0.5f );
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m_sFlash.SetDiffuseAlpha( 0 );
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}
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@@ -340,7 +340,7 @@ void BeginnerHelper::Update( float fDeltaTime )
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return;
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// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.4f );
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int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat + 0.4f );
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FOREACH_EnabledPlayer( pn )
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{
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for( int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++ )
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@@ -369,7 +369,7 @@ void BeginnerHelper::Update( float fDeltaTime )
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m_pDancePad->Update( fDeltaTime );
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m_sFlash.Update( fDeltaTime );
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float beat = fDeltaTime*GAMESTATE->m_fCurBPS;
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float beat = fDeltaTime*GAMESTATE->m_Position.m_fCurBPS;
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// If this is not a human player, the dancer is not shown
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FOREACH_HumanPlayer( pu )
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{
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