Files
itgmania212121/stepmania/src/HoldGhostArrow.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

47 lines
1.8 KiB
C++

#include "global.h"
#include "HoldGhostArrow.h"
#include "NoteSkinManager.h"
HoldGhostArrow::HoldGhostArrow()
{
m_bHoldIsActive = false;
}
void HoldGhostArrow::Load( CString sNoteSkin, CString sButton, CString sElement )
{
Sprite::Load( NOTESKIN->GetPathToFromNoteSkinAndButton(sNoteSkin, sButton, sElement) ); // not optional
this->Command( NOTESKIN->GetMetricA(sNoteSkin,"HoldGhostArrow","OnCommand") );
}
void HoldGhostArrow::Update( float fDeltaTime )
{
Sprite::Update( fDeltaTime );
m_bHoldIsActive = false;
}
/*
* (c) 2001-2004 Ben Nordstrom, Chris Danford
* All rights reserved.
*
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* whom the Software is furnished to do so, provided that the above
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* the Software and that both the above copyright notice(s) and this
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*
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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