[splittiming] Compiles and links.

Not guaranteed to work. Adjustments to GameState
and SongPosition may still be needed.
This commit is contained in:
Jason Felds
2011-05-10 14:53:59 -04:00
parent 7fa6620423
commit fb8b387fb7
6 changed files with 48 additions and 48 deletions
+8 -8
View File
@@ -191,7 +191,7 @@ void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
m_sStepCircle[pn][isc].StopEffect();
m_sStepCircle[pn][isc].SetZoom( 2 );
m_sStepCircle[pn][isc].StopTweening();
m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_fCurBPS/3, TWEEN_LINEAR );
m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_Position.m_fCurBPS/3, TWEEN_LINEAR );
m_sStepCircle[pn][isc].SetZoom( 0 );
}
@@ -318,19 +318,19 @@ void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
ShowStepCircle( pn, ST_DOWN );
m_pDancer[pn]->StopTweening();
m_pDancer[pn]->PlayAnimation( "Step-JUMPLR", 1.5f );
m_pDancer[pn]->BeginTweening( GAMESTATE->m_fCurBPS/8, TWEEN_LINEAR );
m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS/8, TWEEN_LINEAR );
m_pDancer[pn]->SetRotationY( 90 );
m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_fCurBPS * 2) ); //sleep between jump-frames
m_pDancer[pn]->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_Position.m_fCurBPS * 2) ); //sleep between jump-frames
m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
m_pDancer[pn]->SetRotationY( 0 );
break;
}
m_sFlash.StopEffect();
m_sFlash.StopTweening();
m_sFlash.Sleep( GAMESTATE->m_fCurBPS/16 );
m_sFlash.Sleep( GAMESTATE->m_Position.m_fCurBPS/16 );
m_sFlash.SetDiffuseAlpha( 1 );
m_sFlash.BeginTweening( 1/GAMESTATE->m_fCurBPS * 0.5f );
m_sFlash.BeginTweening( 1/GAMESTATE->m_Position.m_fCurBPS * 0.5f );
m_sFlash.SetDiffuseAlpha( 0 );
}
@@ -340,7 +340,7 @@ void BeginnerHelper::Update( float fDeltaTime )
return;
// the row we want to check on this update
int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.4f );
int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat + 0.4f );
FOREACH_EnabledPlayer( pn )
{
for( int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++ )
@@ -369,7 +369,7 @@ void BeginnerHelper::Update( float fDeltaTime )
m_pDancePad->Update( fDeltaTime );
m_sFlash.Update( fDeltaTime );
float beat = fDeltaTime*GAMESTATE->m_fCurBPS;
float beat = fDeltaTime*GAMESTATE->m_Position.m_fCurBPS;
// If this is not a human player, the dancer is not shown
FOREACH_HumanPlayer( pu )
{