Chris Danford
7ab74cdd24
don't keep "Message" in command name
...
fixes ScoreDisplayCalories
2005-03-08 16:54:48 +00:00
Chris Danford
2cc06cdc27
add 2nd parameter to ActorCommands
2005-03-01 21:56:28 +00:00
Glenn Maynard
b76c0edfa9
cleanup
2005-02-28 18:52:38 +00:00
Glenn Maynard
6a20525872
cleanup, comment
2005-02-28 18:16:41 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +00:00
Glenn Maynard
81bf2cf8ff
add queuemessage
2005-02-27 03:21:18 +00:00
Glenn Maynard
8e35534656
fix Update(0) not clearing m_bFirstUpdate (this would also happen previously:
...
every frame would be m_bFirstUpdate while hibernating)
2005-02-24 21:42:02 +00:00
Glenn Maynard
74e02e55ef
make sure that large updates don't throw hibernation timing out of sync;
...
this also affects small updates, preventing small sub-frame timing errors;
if there's 10ms of hibernation left, and a 17ms update arrives, we should
update for only 7ms, not 17ms
2005-02-24 20:37:39 +00:00
Glenn Maynard
148bee1c51
re-update
2005-02-23 20:58:07 +00:00
Glenn Maynard
22b6a821d5
tabs
2005-02-23 19:22:52 +00:00
Glenn Maynard
53f7fbd890
fix VC7 compile
2005-02-23 19:11:40 +00:00
Chris Danford
2e5b94e064
have Actors automatically subscribe to a message for each command that ends in "MessageCommand"
2005-02-23 18:53:54 +00:00
Chris Danford
eb6e4cdb50
play InitCommand for all Actors at load time
2005-02-19 01:06:03 +00:00
Glenn Maynard
e16b72f5ed
Actor::RunCommands, etc. can take any LuaReference, not just
...
ActorCommands
2005-02-17 05:12:23 +00:00
Chris Danford
533e83ed00
Don't set two different names for an element. Instead, pass the metrics group name as a parameter to Load()
2005-02-16 23:03:01 +00:00
Glenn Maynard
470b308fe0
comment
2005-02-13 20:10:27 +00:00
Glenn Maynard
40f82442b0
add assert (because ActorCommands.PushSelf() no longer does it)
2005-02-13 04:06:14 +00:00
Chris Danford
8decda4f63
allow AtExpressions in Commands
2005-02-12 22:54:15 +00:00
Glenn Maynard
06ddb73d93
don't reset if already wagging
2005-02-11 02:56:08 +00:00
Glenn Maynard
3e389c103b
Translation and scaling (when applied in that order) are trivially combined;
...
save a matrix multiply for every actor. (Maybe we can avoid doing any,
for objects which are neither rotated nor scaled--such as those positioned
based on their parent--but I'm not sure it's worth it.) Rotations can be
combined without doing a full matrix multiply, too; if an actor rotates at all,
only do one matrix multiply.
2005-02-05 03:12:04 +00:00
Chris Danford
68dd253720
use templated classes instead of macros for easier debugging
2005-01-31 08:05:27 +00:00
Glenn Maynard
b547efa5e7
have ActorCommands push themself
2005-01-28 20:08:29 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
...
(needs cleanup)
2005-01-26 11:21:43 +00:00
Chris Danford
cd9c48d645
LuaHelpers -> LuaManager
2005-01-24 02:26:55 +00:00
Chris Danford
cda4c3b04a
make Actor LoadFromNode signatures consistent
2005-01-17 05:28:16 +00:00
Chris Danford
8a1fb93003
move attribute loading into the class that owns the attribute
2005-01-16 23:40:21 +00:00
Chris Danford
cfb9d284c5
simplify: combine two Actor deques into one
2005-01-16 04:35:47 +00:00
Chris Danford
f2060969de
fix tween overflow in Actor commands that call themself
2005-01-16 04:22:43 +00:00
Glenn Maynard
d58fa5178c
remove GlowMode
2005-01-08 22:40:42 +00:00
Glenn Maynard
f9a96f885c
(let's just remove glowmode entirely)
2005-01-08 22:10:04 +00:00
Glenn Maynard
25a5bfa7e7
Remove "blendmode,brighten"; it's the same as "blend,add", use that instead.
2005-01-08 22:08:31 +00:00
Chris Danford
a3b49485b5
let Actors store commands
2005-01-04 10:41:32 +00:00
Glenn Maynard
fac13bf393
remove fadecolor
2005-01-01 22:04:40 +00:00
Glenn Maynard
0d4f15c72f
const
2004-12-27 22:30:51 +00:00
Chris Danford
d544ea4972
scale pulse effect by EffectColors for added control
2004-12-27 03:25:09 +00:00
Chris Danford
ed19821e09
rename: ActorCommand -> Command
...
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
e1da21f61c
Let ActorCommand do the parsing for ModeChoice
2004-12-02 05:56:38 +00:00
Chris Danford
bcbe615c0d
Pass ActorCommand structures to Actor instead of unparsed command strings.
...
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00
Chris Danford
6c855f0c93
"ParsedCommand" -> "ActorCommand"
2004-11-06 20:42:09 +00:00
Chris Danford
0f7a5c873d
absolute coordinate check: constants with no offset are ok
2004-11-06 06:54:04 +00:00
Chris Danford
b50eb9399d
add debug-only checks for absolute position metrics and command params
2004-11-06 06:46:43 +00:00
Chris Danford
4b29db0667
case convert only the first parameter of a command (so that contstants in the 2nd and later params don't get munged)
2004-11-06 03:51:06 +00:00
Chris Danford
2c314df898
HandleParams -> BeginHandleParams
2004-11-06 03:09:29 +00:00
Chris Danford
40e692a32c
const fixes
2004-11-06 03:00:10 +00:00
Chris Danford
bc184683ca
allow Lua expressions in ActorCommand parameters
2004-11-05 06:43:12 +00:00
Glenn Maynard
3cf87f8ac0
"play" and "pause" are now synonymous with animate,1 and animate,0
2004-10-18 04:36:42 +00:00
Glenn Maynard
1e7e57a1c8
always update m_fSecsIntoEffect
...
add GetEffectDeltaTime() to allow easy access to the effect timer
2004-10-18 04:19:20 +00:00
Glenn Maynard
b5ef800386
little hack to allow forcing propagation of commands to children that
...
normally aren't
2004-10-16 02:46:10 +00:00
Glenn Maynard
799a5898dd
Add bgm-time effect mode. This is roughly equivalent to the default, except
...
it's tightly synced with the music; it stays synced over music skips, and follows
the music rate, like everything else that uses GAMESTATE->m_fMusicSeconds.
2004-10-16 01:29:25 +00:00
Glenn Maynard
cf381e0812
make the BGM time available to actors
2004-10-15 22:10:27 +00:00