Chris Danford
b9e8f4d7b0
fix coin mode toggling
2005-04-29 18:20:16 +00:00
Chris Danford
76a3465bd1
fix "can't get to mode menu because m_Wheel.m_SortOrder and GAMESTATE->m_SortOrder are out of sync"
2005-04-29 08:18:44 +00:00
Glenn Maynard
85a35497fe
add GetTips
2005-04-29 08:05:59 +00:00
Glenn Maynard
cfb0143810
fix CreateTableFromArray
2005-04-29 08:05:13 +00:00
Chris Danford
e00b1bbac9
add date to high score wheel
2005-04-29 07:11:20 +00:00
Glenn Maynard
6c9028ea16
Select -> up
2005-04-29 06:32:07 +00:00
Glenn Maynard
975231ef07
MenuSelect
2005-04-29 06:31:34 +00:00
Glenn Maynard
546b32b9f5
selectType ->type
2005-04-29 06:28:04 +00:00
Chris Danford
64dbc29fb0
no popping of scores on wheel
2005-04-29 06:16:51 +00:00
Chris Danford
2dbd97b044
fix step broadcasts miss some notes
2005-04-29 04:55:55 +00:00
Chris Danford
7f8cd16299
fix hang with 200% mini
2005-04-29 04:27:01 +00:00
Glenn Maynard
52afe1bc93
fix compile
2005-04-29 03:42:35 +00:00
Chris Danford
c9401b9c92
add combo milestone graphic
2005-04-29 03:04:16 +00:00
Chris Danford
910bb48362
add combo milestone graphic
2005-04-29 02:55:32 +00:00
Josh Allen
63d86682c3
Updated for abstraction and changes to origional MusicWheel operation
2005-04-29 02:42:31 +00:00
Glenn Maynard
91feba30e4
people who suck: me
2005-04-29 02:09:56 +00:00
Glenn Maynard
46fe151b75
whoops, fix
2005-04-29 02:08:45 +00:00
Glenn Maynard
2b3e626920
cleanup
2005-04-29 02:06:51 +00:00
Glenn Maynard
8c5ae31b09
remove NoteData dependency
2005-04-29 02:04:16 +00:00
Glenn Maynard
0c80aa934d
add LightsManager::BlinkActorLight
2005-04-29 02:02:27 +00:00
Glenn Maynard
4b8f18baae
generalize
2005-04-29 01:57:44 +00:00
Glenn Maynard
8df4f7929a
add NoteDataUtil::AnyTapsAndHoldsInTrackRange
2005-04-29 01:56:38 +00:00
Glenn Maynard
1fa516935c
simplify
2005-04-29 01:35:44 +00:00
Glenn Maynard
213787ed2c
there's no longer any performance penalty for passing out-of-range parameters; simplify
2005-04-29 01:34:52 +00:00
Glenn Maynard
6aef79898c
consistency: iRowNow -> iSongRow (also, the row isn't now; it's slightly ahead)
2005-04-29 01:31:41 +00:00
Glenn Maynard
7a0de26c40
no
2005-04-29 00:57:50 +00:00
Glenn Maynard
3305b8ff38
optimization: leave lights data uncompressed
2005-04-29 00:30:28 +00:00
Glenn Maynard
2187d0629b
add LightsManager::BlinkActorLightsBetween
2005-04-29 00:26:48 +00:00
Glenn Maynard
a7901d5b67
cleanup
2005-04-29 00:24:10 +00:00
Glenn Maynard
7bccc2a5fb
simplify and clarify
2005-04-29 00:20:22 +00:00
Glenn Maynard
4ad1b23244
cleanup
2005-04-29 00:07:33 +00:00
Glenn Maynard
4bba3fbaa8
add lights as an effect source
2005-04-28 23:55:47 +00:00
Glenn Maynard
f56990b3fb
simplify and clarify
2005-04-28 23:25:30 +00:00
Chris Danford
9539e03bdc
combo metrics cleanup
2005-04-28 22:32:06 +00:00
Chris Danford
09298a4011
add totals
2005-04-28 22:22:23 +00:00
Chris Danford
df0f224ae0
show totals and unlock totals in Catalog.xml
...
don't show locked in Catalog.xml
2005-04-28 21:20:20 +00:00
Glenn Maynard
a8069bd2f9
fix umounting cards too soon, causing MD5 to fail
2005-04-28 20:42:42 +00:00
Glenn Maynard
5ad0e419ba
FlushDirCache() is legitimate
2005-04-28 20:32:53 +00:00
Steve Checkoway
e1b20c7d15
update
2005-04-28 17:29:38 +00:00
Steve Checkoway
d56d7ee59a
Simplify.
2005-04-28 17:21:42 +00:00
Steve Checkoway
d724fbe7ec
Fix warning.
2005-04-28 17:16:49 +00:00
Steve Checkoway
a7c614ff90
Fix crash. Gcc emits code causing an abort when passing non-POD type through ... since it cannot know to try to cast to an int.
2005-04-28 17:11:25 +00:00
Steve Checkoway
5096cb77d2
Fix warning
2005-04-28 17:10:16 +00:00
Steve Checkoway
b1f6f2c4a6
Fix warning
2005-04-28 17:04:11 +00:00
Chris Danford
77efd71587
add expanded bar
2005-04-28 11:39:31 +00:00
Glenn Maynard
5c43e5b944
lua: GetSecsIntoEffect, GetEffectDelta
2005-04-28 11:24:14 +00:00
Glenn Maynard
7735c23ec0
StringToCabinetLight
2005-04-28 11:13:53 +00:00
Chris Danford
6fb70bdcf5
cleanup
2005-04-28 10:57:57 +00:00
Glenn Maynard
f71ffd76c0
luaeffect
2005-04-28 10:19:40 +00:00
Glenn Maynard
8b76b5eafd
experimental: allow implementing effects in Lua.
...
The biggest risk here is performance; we rarely call Lua per-frame. However,
there are lots of places where we can call Lua while rendering (any time we
call a command), and there's little difference between calling Lua once
every ten frames or once every frame; either way you're counting against the
per-frame time quota to hit vsync. So, this probably isn't much of a stretch.
Usage is simple:
OnCommand=luaeffect,Foo
FooCommand=addx,math.random()*10
Actor commands run during the effect will only apply for that frame. Don't
call tweening commands ("linear") or anything else that doesn't make sense
in this context; you're modifying m_TempState instead of the tweening queue.
This is hoped to replace some of the more esoteric stuff in the effect code.
For this to be of much use, Lua access to m_fSecsIntoEffect and probably
other stuff is needed.
2005-04-28 10:18:36 +00:00