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)
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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(),
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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