Commit Graph
17684 Commits
Author SHA1 Message Date
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
Glenn Maynard 7efd17ad8f fix messages never processed in ReceptorArrowRow/GhostArrowRow 2005-10-10 04:07:21 +00:00
Glenn Maynard c2da47d357 fix messages never processed in NoteField 2005-10-10 04:06:37 +00:00
Glenn Maynard 3b32e9d0d2 fix update done twice 2005-10-10 03:57:09 +00:00
Glenn Maynard b0df6d2d68 broadcast bPastHereWeGo 2005-10-10 02:24:58 +00:00
Glenn Maynard eaf7899a1c stoptweening in metrics, not code 2005-10-10 01:26:08 +00:00
Chris Danford 5ced627299 not 3.9 any more 2005-10-09 22:03:07 +00:00
Chris Danford 19461febd5 judgment name cleanup 2005-10-09 20:36:02 +00:00
Chris Danford e4a6fe3b80 judgment name cleanup 2005-10-09 19:56:23 +00:00
Chris Danford b3925c7f14 judgment name cleanup 2005-10-09 07:01:48 +00:00
Chris Danford feb1bfb0fc naming cleanup: rename scoring "Tier1"s to "W1"s (short for "Window 1")
add Preference1D so that we can index into the grading and life values
2005-10-09 04:30:59 +00:00
Chris Danford 2264d09032 remove deleted file 2005-10-09 02:44:10 +00:00
Glenn Maynard 19a5aa6cbd remove unused 2005-10-09 01:52:45 +00:00
Glenn Maynard 797653e5a4 better encapsulation 2005-10-09 01:36:04 +00:00
Chris Danford 0940df4b49 move enum TimingWindow to global for PrefsManager 2005-10-08 17:37:04 +00:00