remove CharacterHead (incomplete, unused)
This commit is contained in:
@@ -142,19 +142,6 @@ CString Character::GetIconPath() const
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return as[0];
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return as[0];
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}
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}
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CString Character::GetHeadPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"head*.png", as, false, true );
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GetDirListing( m_sCharDir+"head*.jpg", as, false, true );
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GetDirListing( m_sCharDir+"head*.gif", as, false, true );
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GetDirListing( m_sCharDir+"head*.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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bool Character::Has2DElems()
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bool Character::Has2DElems()
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{
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{
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if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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@@ -35,8 +35,6 @@ public:
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bool m_bUsableInRave;
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bool m_bUsableInRave;
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CString m_sAttacks[NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL];
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CString m_sAttacks[NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL];
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CString GetHeadPath() const;
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};
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};
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#endif
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#endif
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@@ -1,86 +0,0 @@
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#include "global.h"
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#include "CharacterHead.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "MusicWheel.h"
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#include "CharacterHead.h"
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#include "RageTimer.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "Character.h"
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const float SECONDS_TO_SHOW_FACE = 1.5f;
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CharacterHead::CharacterHead()
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{
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}
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void CharacterHead::LoadFromCharacter( Character* pCharacter )
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{
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CString sHeadPath = pCharacter->GetHeadPath();
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if( sHeadPath.empty() )
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return;
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Load( sHeadPath );
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ASSERT( this->GetNumStates() == NUM_FACES );
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StopAnimating();
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SetFace( normal );
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}
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void CharacterHead::Update( float fDelta )
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{
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if( this->GetTexture() == NULL )
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return; /* not loaded */
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if( m_fSecondsUntilReturnToNormal > 0 )
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{
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m_fSecondsUntilReturnToNormal -= fDelta;
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if( m_fSecondsUntilReturnToNormal < 0 )
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{
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m_fSecondsUntilReturnToNormal = 0;
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this->SetState( normal );
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}
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}
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if( GAMESTATE->m_fOpponentHealthPercent == 0 )
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this->SetState( defeated );
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Sprite::Update( fDelta );
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}
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void CharacterHead::SetFace( Face face )
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{
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if( GAMESTATE->m_fOpponentHealthPercent == 0 )
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return;
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this->SetState( face );
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m_fSecondsUntilReturnToNormal = SECONDS_TO_SHOW_FACE;
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}
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/*
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* (c) 2003 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,48 +0,0 @@
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#ifndef CharacterHead_H
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#define CharacterHead_H
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#include "Sprite.h"
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class Character;
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class CharacterHead : public Sprite
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{
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public:
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CharacterHead();
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void LoadFromCharacter( Character* pCharacter );
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virtual void Update( float fDelta );
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enum Face { normal=0, taunt, attack, damage, defeated, reserved, NUM_FACES };
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void SetFace( Face face );
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protected:
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float m_fSecondsUntilReturnToNormal;
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};
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#endif
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/*
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* (c) 2003 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
|
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* whom the Software is furnished to do so, provided that the above
|
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* copyright notice(s) and this permission notice appear in all copies of
|
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
|
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
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* PERFORMANCE OF THIS SOFTWARE.
|
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*/
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@@ -1774,12 +1774,6 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
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<File
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<File
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RelativePath="BeginnerHelper.h">
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RelativePath="BeginnerHelper.h">
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</File>
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</File>
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<File
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RelativePath="CharacterHead.cpp">
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</File>
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<File
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RelativePath="CharacterHead.h">
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</File>
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<File
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<File
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RelativePath="CombinedLifeMeter.h">
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RelativePath="CombinedLifeMeter.h">
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</File>
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</File>
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