Steve Checkoway
b362a5969f
Simplify.
2006-01-14 01:04:48 +00:00
Steve Checkoway
77d8011e2c
Update projects.
2006-01-14 01:01:12 +00:00
Glenn Maynard
973fabdac6
smpackage fix
2006-01-14 00:56:24 +00:00
Glenn Maynard
1d488f223d
typo
2006-01-14 00:40:55 +00:00
Glenn Maynard
fecda0367f
cleanup
2006-01-13 23:21:18 +00:00
Glenn Maynard
97bd1669d4
Don't need to special case RowType_Exit here; the bullet is hidden,
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and this will be a no-op.
2006-01-13 23:17:15 +00:00
Glenn Maynard
d276d5d001
cleanup
2006-01-13 22:40:28 +00:00
Glenn Maynard
9c867fdd70
We have two "gamestate Lua environments": mapEnv and m_Environment. The
...
former is a map<CString,CString>; the latter is a Lua table. The former
is reset on gamestate reset, the latter is not.
Merge the map into the table, and eliminate it. We only need one, and
it makes sense for a Lua environment to be a Lua table.
Do reset the table on Reset. Otherwise, there's little point; if you want
to store data inside Lua, you don't need GameState to help.
2006-01-13 21:49:35 +00:00
Glenn Maynard
4b072e00a3
update
...
make ScreenMapControllers fit
2006-01-13 08:04:37 +00:00
Glenn Maynard
51a2d29493
unuseds
2006-01-13 06:50:16 +00:00
Glenn Maynard
623a604b71
unused
2006-01-13 06:48:06 +00:00
Glenn Maynard
c0de3d0397
remove unused stuff
2006-01-13 06:35:46 +00:00
Glenn Maynard
d876fa5ecb
fix in gcc
2006-01-13 06:34:12 +00:00
Glenn Maynard
e3b8969de3
direct
2006-01-13 05:58:46 +00:00
Glenn Maynard
b599c37134
simplify
2006-01-13 05:57:18 +00:00
Glenn Maynard
68b9637eb9
quick compile fix (coming back to this ...)
2006-01-13 05:55:45 +00:00
Glenn Maynard
e0c8035435
PlayerState::LaunchAttack, RemoveActiveAttacks, missed commit
2006-01-13 05:51:37 +00:00
Glenn Maynard
09c419f482
PlayerState::LaunchAttack, RemoveActiveAttacks
2006-01-13 05:49:27 +00:00
Glenn Maynard
f61f021f1f
PlayerState::LaunchAttack
2006-01-13 05:47:44 +00:00
Glenn Maynard
949eafd8b8
missed commit
2006-01-13 05:47:11 +00:00
Glenn Maynard
8e0b4e9fed
simplify
2006-01-13 05:28:49 +00:00
Glenn Maynard
c84fa02dd2
bypass GameState and launch the attack directly to the state, for
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more obviously consistent behavior
2006-01-13 05:22:02 +00:00
Glenn Maynard
56d209b24f
cleanup, style
2006-01-13 05:16:04 +00:00
Glenn Maynard
75120c7a12
migrate some stuff to PlayerState
2006-01-13 05:14:42 +00:00
Glenn Maynard
e927fa4022
move stuff out of header
2006-01-13 05:02:44 +00:00
Glenn Maynard
269c6f0ec7
Make a simple interface class for localizers. Move the theme-based
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localizer into ThemeManager. Use simple MI to hook ThemeMetric::Read
to continue to automatically update when needed.
2006-01-13 00:40:12 +00:00
Glenn Maynard
c827c9ec1e
unused
2006-01-13 00:36:37 +00:00
Glenn Maynard
873851eef2
fix g_ThreadSlotsLock initialization order problem
2006-01-13 00:33:33 +00:00
Glenn Maynard
cc56b86291
simplify
2006-01-13 00:29:04 +00:00
Glenn Maynard
745f0e41c5
LocalizedString's "name" parameter is the default English string
2006-01-13 00:28:48 +00:00
Glenn Maynard
01fd36ab15
cleanup
2006-01-12 21:44:10 +00:00
Glenn Maynard
e8d67d9191
Remove "note skin for beat range", "beat range revision" stuff.
...
We still load all note skins for a course in advance, and note skins
are still sent through the weird "attack queue" stuff.
2006-01-12 21:39:00 +00:00
Glenn Maynard
714478dcfe
fix backing out of course mode trashes song sync data (from GameState::CancelStage)
2006-01-12 20:32:48 +00:00
Glenn Maynard
82d6c69642
better
2006-01-12 20:06:13 +00:00
Glenn Maynard
48ae41f508
unused
2006-01-12 20:05:56 +00:00
Glenn Maynard
bb88810b27
illegal conversion; more than one user-defined conversion has been implicitly
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applied
2006-01-12 20:04:41 +00:00
Glenn Maynard
2af53bb703
fix "illegal conversion; more than one user-defined conversion has been implicitly applied"
2006-01-12 19:40:41 +00:00
Glenn Maynard
9fc5844357
hack in SGameplay to allow simplifications elsewhere
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only cache the current note skin
2006-01-12 19:24:13 +00:00
Glenn Maynard
c682db354e
Removing dynamic note skin change support during courses
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and battle.
- It's very rarely used.
- It requires authoring new note skins just to use it, which is too
time-consuming for the value of the feature.
- Colorblind players may pick a note skin that they can read. The option
to do this should always be available, and not overridden by courses,
or they're not going to be able to read it.
- The code is extremely complicated and ugly, and breaks very often.
Spring cleaning in January ...
2006-01-12 19:22:08 +00:00
Glenn Maynard
b52fe82827
names for stuff that's tricky for Keymaps.ini (a little nicer than using a more obscure separator). Not sure if there's any point to having full names for other keys ("at", "semicolon").
2006-01-12 18:42:39 +00:00
Steve Checkoway
07c6998820
Fix. AC_CHECK_DECLS always defines HAVE_DECL_*.
2006-01-12 09:36:02 +00:00
Steve Checkoway
5ce90c8e01
Fix
2006-01-12 09:34:56 +00:00
Steve Checkoway
195ff933db
Unmaintained.
2006-01-12 03:28:17 +00:00
Ben Anderson
9353fe2195
Ignore events for inactive columns
2006-01-12 02:42:57 +00:00
Ben Anderson
1a2466caa2
This is wrong -- some legitimate game modes (popn-5key, pump-halfdouble) don't use the first button in the order.
2006-01-12 02:03:21 +00:00
Jason Felds
3485cb44b6
Roll support for the default noteskin. The diagonal arrows were included for the sake of completeness.
2006-01-11 23:05:00 +00:00
Jason Felds
4a4a12bd9f
[ScreenJoinMultiplayer] updates.
2006-01-11 22:44:57 +00:00
Steve Checkoway
90585d9af2
Check for SIGUSR1. Untested since the configure script does not respect my CXXFLAGS and cannot find png.h, even though it is there.
2006-01-11 06:21:20 +00:00
Steve Checkoway
2336182b6a
We have SIGUSR1
2006-01-11 06:20:13 +00:00
Steve Checkoway
963e3aab2a
Split out BacktraceAllThreads() and do so when signaled with SIGUSR1.
2006-01-11 06:19:47 +00:00