Glenn Maynard
93e85f9125
remove unused
2006-11-09 07:44:31 +00:00
Glenn Maynard
49d80d7690
Remove TwoPlayerRecovery. It means that if I'm failing and you're
...
passing, then I come back and you start failing, we keep going,
as long as one or the other of us was passing at any given time.
This is very unlikely to happen and be useful, and the fail logic
is complicated and brittle and needs simplification.
2006-11-09 07:33:57 +00:00
Glenn Maynard
d3fb4047d2
typo
2006-11-09 07:08:09 +00:00
Glenn Maynard
701f9ee5f1
comment
2006-11-09 07:07:24 +00:00
Glenn Maynard
c4ffc4f9c4
use PlayerState::HOT, not GetLife
2006-11-09 06:50:48 +00:00
Glenn Maynard
d59c978fef
use PlayerState::HOT, not GetLife
2006-11-09 06:49:39 +00:00
Glenn Maynard
49ce79328e
simplify: danger is danger
2006-11-09 06:43:56 +00:00
Glenn Maynard
346d68545c
do DeadPlayer with Lua/XML
2006-11-09 06:41:56 +00:00
Glenn Maynard
112e13ce52
don't need IsPlayerInDanger
2006-11-09 06:39:52 +00:00
Glenn Maynard
31534db436
if FAIL_OFF, don't set DANGER or DEAD. This means
...
GameState::AllAreInDangerOrWorse is always false in FAIL_OFF; if
emptying the lifebar doesn't fail you, you're not in danger from it.
2006-11-09 06:26:28 +00:00
Glenn Maynard
f56a2ba7df
move ShowDanger into Background
2006-11-09 06:16:08 +00:00
Glenn Maynard
d0ce8aef5b
Simplify: ShowDanger is a Background preference, and should not
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influence GameState.
2006-11-09 06:14:19 +00:00
Glenn Maynard
43b7c4ac7d
m_HealthState is confusing; it's updated from other stats, and then the
...
original stats as well as m_HealthState are used for control logic.
Simplify; remove AllAreFailing, and figure it out directly.
2006-11-09 06:10:19 +00:00
Glenn Maynard
815f3d6dd5
remove unused CombinedLifeMeter::IsFailing. Nothing uses it, so
...
it probably doesn't work. Maybe a cleaner way if this is needed would
be to have a stub regular LifeMeter that points to CombinedLifeMeter, so
we don't need repetitive logic.
2006-11-09 06:03:18 +00:00
Glenn Maynard
0589d3f72a
remove noop (if we want these, better to broadcast a message)
2006-11-09 05:45:10 +00:00
Glenn Maynard
0e69f069e7
remove noop
2006-11-09 05:40:45 +00:00
Glenn Maynard
06214febf3
remove noop
2006-11-09 05:40:44 +00:00
Glenn Maynard
42b94af935
remove FAIL_THRESHOLD. This shouldn't be changed; failing with this
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life meter means "empty".
2006-11-09 05:36:29 +00:00
Glenn Maynard
2c931f65d9
cleanup
2006-11-09 05:05:08 +00:00
Glenn Maynard
a480164c7e
cleanup
2006-11-09 04:59:17 +00:00
Glenn Maynard
133344a15f
try to simplify this UpdateNonstopLifebar stuff (which seems to have
...
nothing to do with Nonstop). This stuff is very tweaky and should
probably be broken out into Lua or something.
2006-11-09 04:58:03 +00:00
Glenn Maynard
c865444202
cleanup
2006-11-09 04:48:56 +00:00
Glenn Maynard
9a0457a84b
simplify
2006-11-09 04:47:33 +00:00
Glenn Maynard
c48e4fe8bc
remove noop
2006-11-09 04:45:44 +00:00
Glenn Maynard
28724eb156
SongChanged -> SongModified (confusing with CurrentSongChanged)
2006-11-09 04:32:23 +00:00
Glenn Maynard
a1ead63fb1
fix message name
2006-11-09 04:25:58 +00:00
Glenn Maynard
1f2ddf24a7
remove never used
2006-11-09 04:20:47 +00:00
Glenn Maynard
280d09bc2e
remove never used ForceFail
2006-11-09 04:17:16 +00:00
Glenn Maynard
1bd7c3c480
call luaopen() functions through Lua
2006-11-09 03:52:59 +00:00
Chris Danford
ea2581fa4e
add Character InitCommand (useful for scaling characters)
2006-11-05 04:58:33 +00:00
John Bauer
a55c69dc6e
Push the string for StepsType onto Lua instead of the integer.
...
This fixes a bug where opening the course editor and pressing down
immediately CTDs.
There is still a bug where sometimes a "random" stepchart has an
uninitialized StepsType. This can be reliably triggered by going to the
Course Editor, creating a new course, and exiting without changing
the course any. It will have one random song with an uninitialized
StepsType, causing a CTD.
2006-11-05 00:09:54 +00:00
Steve Checkoway
c4fe855aca
Spacing.
2006-11-04 23:36:42 +00:00
Steve Checkoway
63bb4faf7d
Make NotesWriterDWI also a namespace.
2006-11-04 23:36:11 +00:00
Steve Checkoway
0ed39a2f5e
No persistent data so make it a namespace.
2006-11-04 23:28:33 +00:00
Steve Checkoway
4ab88447f4
Make static, nonmember functions.
2006-11-04 23:23:41 +00:00
John Bauer
af8c5e7df9
These three stepchart load methods should set SavedToDisk just like the
...
SM load method does.
2006-11-04 14:18:26 +00:00
Glenn Maynard
e77cf2375f
don't clear the texture redundantly
...
fix missing SetZoom
2006-11-03 07:31:19 +00:00
Steve Checkoway
d9a533bf9f
Simplify.
2006-11-03 05:44:57 +00:00
Steve Checkoway
4f4c6b5e87
Fix compile.
2006-11-03 05:33:43 +00:00
Steve Checkoway
360f1e66d5
Simplify.
2006-11-03 04:49:29 +00:00
Steve Checkoway
24a5651f0e
Remove all items from a collection equal to a particular element in linear time. Only really useful for Sequences.
2006-11-03 04:46:36 +00:00
John Bauer
6f26ca2872
Put "CourseMode" barriers in a couple more places in AdjustSync.
...
Although AdjustSync would not alter anything in CourseMode, it would
sometimes announce it had. It would be better to simply remove the
Autosync line from the options in CourseMode, but I don't know how to
do that.
2006-11-03 04:33:26 +00:00
Glenn Maynard
b2f846ddf4
don't depend on texture env 2+ being clear
2006-11-03 03:49:32 +00:00
Glenn Maynard
31c63d16dd
Join lines to make them more readable. This is not an 80x25 project ...
2006-11-03 03:47:33 +00:00
John Bauer
9b493aea9f
Split some lines to make them more readable.
...
R=steve
2006-11-03 00:56:19 +00:00
John Bauer
f39b68a8d9
Fix a typo in a comment.
2006-11-03 00:48:34 +00:00
John Bauer
3ddc314cbd
Currently, long hold arrows are smudged like wet fountain pen ink.
...
This change fixes them. Apparently the DISPLAY does not keep track
of all of these state changes in between calls to Draw().
2006-11-02 21:00:20 +00:00
Glenn Maynard
f4136c72e6
simplify
2006-11-02 06:47:48 +00:00
Glenn Maynard
083c20497c
use LuaThreadVariable
2006-11-02 06:12:48 +00:00
Glenn Maynard
dab10ec033
const
2006-11-02 05:47:32 +00:00