Commit Graph
17698 Commits
Author SHA1 Message Date
Glenn Maynard 242f33fa91 fix type 2005-10-13 04:02:23 +00:00
Glenn Maynard 21223ad474 cleanup 2005-10-13 03:25:15 +00:00
Glenn Maynard 491e97d0ac cleanup 2005-10-13 02:26:17 +00:00
Ben Anderson f83eb0a2ca Send key off when disabled only once. (fixes space bar not responding) 2005-10-13 01:34:06 +00:00
Chris Danford 8473727ea0 removed deleted file 2005-10-12 21:27:49 +00:00
Chris Danford de8a86213f fix VC6 compile 2005-10-12 21:27:15 +00:00
Sean Burke 062d81713b Previously, games with more than two possible name formats were showing up as only abbreviations. These regex changes should fix that. If this breaks other platforms, we need to figure out what to do to hack around this. 2005-10-12 11:10:11 +00:00
Sean Burke 5bfa570139 Fix compile and make changes for consistency 2005-10-12 09:53:54 +00:00
Glenn Maynard 8269bebe3c remove HoldGhostArrow 2005-10-12 05:28:25 +00:00
Glenn Maynard 34e34cad98 remove m_HoldGhost; implement in "tap explosion" 2005-10-12 05:15:03 +00:00
Glenn Maynard 59570b25d1 send HoldingOn/HoldingOff to allow implementing hold explosions
generically
2005-10-12 04:05:54 +00:00
Glenn Maynard 3826bd95b3 eliminate m_iNumCols, dynamic array 2005-10-12 03:15:53 +00:00
Glenn Maynard 20eb0c343f eliminate m_iNumCols 2005-10-12 03:15:01 +00:00
Glenn Maynard a31bf7371f remove debug cruft 2005-10-12 02:54:37 +00:00
Glenn Maynard ac601d932a eval, handle relative paths 2005-10-12 02:44:49 +00:00
Glenn Maynard 0c9afb67b2 cleanup (this is only used in one place) 2005-10-12 02:39:59 +00:00
Glenn Maynard 96cd668edc remove KeypressBlock. Do this in the receptor. 2005-10-12 02:37:04 +00:00
Glenn Maynard aafe212809 temp debug cruft 2005-10-12 02:17:48 +00:00
Glenn Maynard 48960f8035 Merge "receptor go" and "receptor waiting". 2005-10-12 00:01:47 +00:00
Glenn Maynard fbe094d34c Create actors with ActorUtil::Create in ActorUtil::MakeActor. This means
ActorUtil::LoadFromNode always uses ActorUtil::Create.  Previously, sprites
and models loaded without an explicit Class= were loaded directly.

Nested XML is merged explicitly.  Before, we loaded the final actor, and then
called Actor::LoadFromNode to pull in attributes from each nested XML node
as ActorUtil::LoadFromNode recursed back out, which was a bit confusing.  It
also caused weirdness with InitCommand: each time called it again, possibly
with a different InitCommand.  We need to only call it once, after all nodes
are loaded.

(MergeActorXML is a little annoying, but it does make it more clear what's
really happening.)
2005-10-11 21:59:48 +00:00
Glenn Maynard 1733cc128c add assert 2005-10-11 21:45:35 +00:00
Glenn Maynard 2a57f5aad8 fix editor assert 2005-10-11 21:42:06 +00:00
Glenn Maynard fc070a1d32 fix AppendAttr doesn't overwrite 2005-10-11 11:12:24 +00:00
Glenn Maynard a2a6dd73d8 cleanup 2005-10-11 11:11:03 +00:00
Glenn Maynard 6b5f23ef02 simplify/optimize 2005-10-11 10:34:27 +00:00
Glenn Maynard 7a51f0e8cf update 2005-10-11 10:25:26 +00:00
Glenn Maynard 64d9c29568 Simplify: store attributes in a simple map<CString,CString>, not in an object.
Makes attributes lighter.
2005-10-11 10:24:07 +00:00
Glenn Maynard f533842452 fix assert 2005-10-11 10:08:55 +00:00
Glenn Maynard 7210e10b89 cleanup 2005-10-11 10:08:54 +00:00
Glenn Maynard 489bb9b3ed cleanup 2005-10-11 09:37:18 +00:00
Glenn Maynard fc6e0a2571 Multiple attributes with the same name aren't allowed in XML. (grr, ugly)
Add copy ctor.
2005-10-11 09:35:53 +00:00
Glenn Maynard c9cb09dd36 ActorUtil::LoadFromActorFile -> ActorUtil::LoadFromNode 2005-10-11 02:51:05 +00:00
Glenn Maynard 201fe355ac simplify 2005-10-11 02:16:55 +00:00
Glenn Maynard a808a49b65 remove return value; always true and never checked (texture load errors
are handled with warnings and a dummy texture)
2005-10-11 02:15:27 +00:00
Glenn Maynard a736d97aa2 simplify 2005-10-11 02:08:12 +00:00
Glenn Maynard 049af2408d simplify (same code path for LoadFromActorFile) 2005-10-11 00:50:25 +00:00
Glenn Maynard d87cfccfb9 simplify 2005-10-11 00:48:27 +00:00
Glenn Maynard 92585fcaa9 rearrange 2005-10-11 00:47:15 +00:00
Glenn Maynard 2d4cd30865 hide templates 2005-10-10 22:33:08 +00:00
Glenn Maynard 610262a46c use standard load path, not ActorUtil::LoadFromActorFile directly 2005-10-10 22:27:09 +00:00
Glenn Maynard 0f17b0f9c2 Actor::IsType 2005-10-10 21:52:04 +00:00
Glenn Maynard a69244f41f Take a path to ActorUtil::MakeActor, not a RageTextureID. Nothing uses it
here.
2005-10-10 20:55:47 +00:00
Glenn Maynard 5c13eb7d35 Oops. Actor::LoadFromNode wasn't virtual, but we were treating it as if
it was (BitmapText::LoadFromNode, etc. called it).  This worked because
REGISTER_ACTOR_CLASS called it before the object was downcasted to an Actor.
We then re-called Actor::LoadFromNode from ActorUtil::LoadFromActorFile;
this worked because all it did was re-run Actor init (causing double
calls to Init) and not the whole actor.

(first half fix: make Actor::LoadFromNode virtual and add comment)
2005-10-10 08:23:00 +00:00
Glenn Maynard eef0ed7ffb typo 2005-10-10 07:21:43 +00:00
Glenn Maynard 766b7d8045 cleanup 2005-10-10 06:06:42 +00:00
Glenn Maynard d5b5ca9287 cleanup 2005-10-10 04:52:58 +00:00
Glenn Maynard 1a3d247dbf simplify: m_bGameplayLeadIn is regular state, not music state; reset in Reset(),
not ResetMusicStatistics
2005-10-10 04:50:53 +00:00
Glenn Maynard 49b7d0bcbe m_bGameplayLeadIn 2005-10-10 04:39:32 +00:00
Glenn Maynard 97fc487d36 m_bPastHereWeGo 2005-10-10 04:37:23 +00:00
Glenn Maynard 1168414cf0 m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
2005-10-10 04:36:04 +00:00