mirror of
https://github.com/thug1src/thug.git
synced 2024-11-27 10:36:43 +00:00
617 lines
20 KiB
C++
617 lines
20 KiB
C++
/*****************************************************************************
|
|
** **
|
|
** Neversoft Entertainment **
|
|
** **
|
|
** Copyright (C) 1999 - All Rights Reserved **
|
|
** **
|
|
******************************************************************************
|
|
** **
|
|
** Project: PS2 **
|
|
** **
|
|
** Module: Objects (OBJ) **
|
|
** **
|
|
** File name: manual.cpp **
|
|
** **
|
|
** Created: 01/31/01 - ksh **
|
|
** **
|
|
** Description: Skater object code **
|
|
** **
|
|
*****************************************************************************/
|
|
|
|
//#define __DEBUG_CHEESE__
|
|
|
|
/*****************************************************************************
|
|
** Includes **
|
|
*****************************************************************************/
|
|
|
|
#include <core/defines.h>
|
|
#include <core/singleton.h>
|
|
|
|
#include <core/math.h>
|
|
|
|
#include <gel/inpman.h>
|
|
#include <gel/mainloop.h>
|
|
#include <gel/net/server/netserv.h>
|
|
#include <gel/components/animationcomponent.h>
|
|
#include <gel/components/inputcomponent.h>
|
|
#include <gel/objtrack.h>
|
|
#include <gel/components/statsmanagercomponent.h>
|
|
|
|
#include <objects/manual.h>
|
|
#include <objects/rail.h>
|
|
#include <objects/skaterprofile.h>
|
|
|
|
#include <sys/timer.h>
|
|
|
|
|
|
#include <engine/sounds.h>
|
|
|
|
#include <gfx/camera.h>
|
|
#include <gfx/shadow.h>
|
|
|
|
#include <gfx/debuggfx.h>
|
|
|
|
#include <gel/soundfx/soundfx.h>
|
|
|
|
#include <sk/modules/skate/skate.h>
|
|
|
|
#include <sk/gamenet/gamenet.h>
|
|
#include <sk/components/skatercorephysicscomponent.h>
|
|
#include <sk/components/skaterbalancetrickcomponent.h>
|
|
#include <sk/components/skaterscorecomponent.h>
|
|
|
|
#include <gel/scripting/script.h>
|
|
#include <gel/scripting/symboltable.h>
|
|
|
|
/*****************************************************************************
|
|
** Externals **
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
** Defines **
|
|
*****************************************************************************/
|
|
|
|
|
|
/*****************************************************************************
|
|
** DBG Defines **
|
|
*****************************************************************************/
|
|
|
|
namespace Obj
|
|
{
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
** Private Types **
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
** Private Data **
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
** Public Data **
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
** Private Prototypes **
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
** Private Functions **
|
|
*****************************************************************************/
|
|
|
|
/*****************************************************************************
|
|
** Public Functions **
|
|
*****************************************************************************/
|
|
|
|
CManual::CManual()
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
CManual::~CManual()
|
|
{
|
|
|
|
}
|
|
|
|
void CManual::Init ( CCompositeObject *pSkater )
|
|
{
|
|
mpSkater = pSkater;
|
|
Dbg_Assert(mpSkater);
|
|
|
|
mpSkaterBalanceTrickComponent = GetSkaterBalanceTrickComponentFromObject(mpSkater);
|
|
Dbg_Assert(mpSkaterBalanceTrickComponent);
|
|
|
|
mpSkaterScoreComponent = GetSkaterScoreComponentFromObject(mpSkater);
|
|
Dbg_Assert(mpSkaterScoreComponent);
|
|
|
|
mpInputComponent = GetInputComponentFromObject(mpSkater);
|
|
Dbg_Assert(mpInputComponent);
|
|
}
|
|
|
|
void CManual::Reset()
|
|
{
|
|
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: Resetting cheese to 0 in CManual::Reset\n",__LINE__);
|
|
#endif
|
|
mManualCheese=0.0f;
|
|
mActualManualTime=0.0f;
|
|
mManualTime=0.0f;
|
|
mManualLean=0.0f;
|
|
mManualLeanDir=0.0f;
|
|
mManualReleased=false;
|
|
mOldRailNode=-1;
|
|
mWobbleEnabled=false;
|
|
}
|
|
|
|
// a utility function to scale a linear value based on
|
|
// the framerate
|
|
// m_time will be 1/60 when running at 60fps
|
|
// and 1/50 when running at 50fps (for pal)
|
|
// So, this 60.0f is correct for PAL
|
|
// as the adjustment is done to m_time
|
|
float CManual::scale_with_frame_length ( float frame_length, float f )
|
|
{
|
|
return f * frame_length * 60.0f; // Do NOT change this in PAL mode, leave it at 60
|
|
}
|
|
|
|
// clear the record time for this level, only call this at start of a session
|
|
void CManual::ClearMaxTime()
|
|
{
|
|
|
|
mMaxTime=0.0f;
|
|
}
|
|
|
|
|
|
void CManual::SwitchOffMeters()
|
|
{
|
|
|
|
mNeverShowMeters=true;
|
|
}
|
|
|
|
void CManual::SwitchOnMeters()
|
|
{
|
|
|
|
mNeverShowMeters=false;
|
|
}
|
|
|
|
// Switched off the meters and sets the buttons to zero so that calling DoManualPhysics will
|
|
// have no effect.
|
|
void CManual::Stop()
|
|
{
|
|
|
|
// Switch off the meters.
|
|
if (mpSkaterScoreComponent->GetScore())
|
|
{
|
|
mpSkaterScoreComponent->GetScore()->SetBalanceMeter(false);
|
|
mpSkaterScoreComponent->GetScore()->SetManualMeter(false);
|
|
}
|
|
mButtonAChecksum=0;
|
|
mButtonBChecksum=0;
|
|
}
|
|
|
|
|
|
// Check to see if this is a new record
|
|
void CManual::UpdateRecord()
|
|
{
|
|
// Update the longest grind/manual/lip
|
|
if (mActualManualTime>mMaxTime)
|
|
{
|
|
mMaxTime=mActualManualTime;
|
|
}
|
|
mActualManualTime = 0.0f;
|
|
}
|
|
|
|
|
|
|
|
void CManual::SetUp(uint32 ButtonAChecksum, uint32 ButtonBChecksum, int Tweak, bool DoFlipCheck, bool PlayRangeAnimBackwards)
|
|
{
|
|
|
|
mActualManualTime = 0.0f;
|
|
mManualReleased=false;
|
|
mButtonAChecksum=ButtonAChecksum;
|
|
mButtonBChecksum=ButtonBChecksum;
|
|
mTweak=Tweak;
|
|
mDoFlipCheck=DoFlipCheck;
|
|
mPlayRangeAnimBackwards=PlayRangeAnimBackwards;
|
|
|
|
Dbg_MsgAssert(mpSkater,("NULL mpSkater"));
|
|
|
|
// Check for whether the skater has re-railed onto the same rail
|
|
// or a different one.
|
|
if (mpSkaterBalanceTrickComponent->mBalanceTrickType==0x255ed86f || // Grind
|
|
mpSkaterBalanceTrickComponent->mBalanceTrickType==0x8d10119d) // Slide
|
|
{
|
|
const CRailNode* p_rail_node = GetSkaterCorePhysicsComponentFromObject(mpSkater)->mp_rail_node;
|
|
|
|
Dbg_MsgAssert(p_rail_node,("What, NULL mp_rail_node ??"));
|
|
|
|
if (mOldRailNode==-1)
|
|
{
|
|
// This is a fresh rail.
|
|
}
|
|
else
|
|
{
|
|
|
|
if (p_rail_node->ProbablyOnSameRailAs(mOldRailNode))
|
|
{
|
|
// Jumped and landed on the same rail without ending
|
|
// the combo.
|
|
// Add some time to make this more difficult.
|
|
mManualTime+=mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xfbec5b6c, "Same_Grind_Add_Time"));
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: %.2f: leaving cheese, probably on same rail\n",__LINE__,mManualCheese);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// It's a different rail from the last one, ie jumped from a rail to
|
|
// another rail without ending the combo.
|
|
// Reward the player by subtracting a bit of time to make it easier.
|
|
mManualTime-=mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xc5e1c8eb,"New_Grind_Sub_Time"));
|
|
if (mManualTime<0.0f)
|
|
{
|
|
mManualTime=0.0f;
|
|
}
|
|
// And clear the cheese
|
|
// as it's not cheesey to change rails
|
|
// so we don't to penalize the player for doing so
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: Resetting cheese to 0 as it's a new grind\n",__LINE__);
|
|
#endif
|
|
|
|
mManualCheese = 0.0f;
|
|
}
|
|
}
|
|
mOldRailNode=p_rail_node->GetNode();
|
|
|
|
Mdl::Score *pScore=mpSkaterScoreComponent->GetScore();
|
|
float robot = pScore->GetRobotRailMult();
|
|
if ( robot < 0.5f) // <0.5 means any time you are on the same rail twice in a combo
|
|
{
|
|
// printf ("SHOULD ADJUST BALANCE HERE, AS ON A ROBOT LINE\n");
|
|
// Need to add something to the Manual Time
|
|
mManualTime += Script::GetFloat(CRCD(0xf54ca12f,"robot_rail_add_time") )* 0.5f / robot;
|
|
|
|
// And give him percentage nudge away from 0
|
|
// (actually, an absolute value would be better, more consistent
|
|
// perhaps not even based on the amount, just trigger 20% whenever
|
|
// you land on something robotesque
|
|
mManualLean += Script::GetFloat(CRCD(0x30990680,"robot_rail_nudge")) * Mth::Sgn(mManualLeanDir) * 0.5f / robot;
|
|
// printf ("Time = %.2f, Lean = %.2f, dir = %.2f\n",mManualTime, mManualLean, mManualLeanDir);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
float repeat_min = mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x8f4db5d3,"Repeat_Min"));
|
|
if ( Mth::Abs(mManualLeanDir) != 0.0f)
|
|
{
|
|
// first multiplied by the reat multipler
|
|
mManualLeanDir = mManualLeanDir * mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x93dd6a10,"Repeat_Multiplier"));
|
|
|
|
// use the sign of previous balance
|
|
if ( Mth::Abs(mManualLeanDir) < repeat_min)
|
|
{
|
|
// if too small, then set to minimum
|
|
mManualLeanDir = repeat_min * Mth::Sgn(mManualLeanDir);
|
|
}
|
|
else
|
|
{
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No previous balance
|
|
// so just set to default minimum
|
|
mManualLeanDir = repeat_min;
|
|
// Adjust the sign of the lean to point in the direction of a bail.
|
|
switch (mpSkaterBalanceTrickComponent->mBalanceTrickType)
|
|
{
|
|
case 0xef24413b: // Manual
|
|
// Manuals keep positive sign.
|
|
break;
|
|
case 0x0ac90769: // NoseManual
|
|
// Nosemanuals fall the other way.
|
|
mManualLeanDir=-mManualLeanDir;
|
|
break;
|
|
default:
|
|
// If in a grind, choose a random side to fall towards.
|
|
// Hmm, should choose differently for a lip?
|
|
if (Mth::Rnd(2))
|
|
{
|
|
mManualLeanDir=-mManualLeanDir;
|
|
}
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// multiply this initial direction by some value based on the time
|
|
// mManualLean = Mth::Abs(mManualLean) * Mth::Sgn(mManualLeanDir); // possibly alter lean to face the bail direction
|
|
|
|
mManualLean *= mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x6ce10ea4,"Lean_Repeat_Multiplier"));
|
|
|
|
// add cheese after lean multiply (otherwise, it can be ineffective)
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: %.2f + %.2f = %.2f: Adding cheese to lean \n",__LINE__,mManualLean, mManualCheese * Mth::Sgn(mManualLean),mManualLean += mManualCheese * Mth::Sgn(mManualLean));
|
|
#endif
|
|
|
|
mManualLean += mManualCheese * Mth::Sgn(mManualLean); // add in the cheese to the lean
|
|
|
|
float BailAngle=mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xf81ab0e9,"Lean_Bail_Angle"));
|
|
if (Mth::Abs(mManualLean) > BailAngle)
|
|
{
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: %.2f: Cheese caused an instant bail!!! \n",__LINE__,mManualCheese);
|
|
#endif
|
|
// The cheese has caused an instant bail, so in order that the meter does become
|
|
// visible, make the lean a wee bit less that the bail angle.
|
|
mManualLean=BailAngle*0.9f;
|
|
mManualLean = Mth::Abs(mManualLean) * Mth::Sgn(mManualLeanDir);
|
|
mManualLeanDir = Mth::Sgn(mManualLeanDir) * BailAngle; // ensure a bail next frame
|
|
}
|
|
|
|
|
|
// Reset the cheese.
|
|
mManualCheese=mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x1231ae3c,"Cheese"));
|
|
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: %.2f: Cheese reset to initial scripted value \n",__LINE__,mManualCheese);
|
|
#endif
|
|
|
|
|
|
// The programmatic wobble applied to the animation is off initially, so that it does not get applied
|
|
// to the init anim.
|
|
mWobbleEnabled=false;
|
|
|
|
mStartTime=Tmr::ElapsedTime(0);
|
|
}
|
|
|
|
// Gets called by the EnableWobble skater script command.
|
|
void CManual::EnableWobble()
|
|
{
|
|
|
|
mWobbleEnabled=true;
|
|
}
|
|
|
|
//static float MaxTime=0;
|
|
void CManual::DoManualPhysics()
|
|
{
|
|
float frame_length = Tmr::FrameLength();
|
|
|
|
// Do nothing if no buttons are specified.
|
|
if (!mButtonAChecksum || !mButtonBChecksum)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
|
|
Net::Server* server;
|
|
GameNet::PlayerInfo* player;
|
|
Net::Conn* skater_conn;
|
|
|
|
Dbg_MsgAssert(mpSkater,("NULL mpSkater"));
|
|
|
|
skater_conn = NULL;
|
|
if(( server = gamenet_man->GetServer()))
|
|
{
|
|
if(( player = gamenet_man->GetPlayerByObjectID( mpSkater->GetID() )))
|
|
{
|
|
skater_conn = player->m_Conn;
|
|
}
|
|
}
|
|
|
|
// decrement the cheese value, which is added to the lean angle when we do the next manual
|
|
// this is to prevent "cheesing" the manuals (by rapidly doing several manuals that only
|
|
// last a frame or two, and don't give the balancing physics any time to take effect).
|
|
|
|
if (mManualCheese>0.01f)
|
|
{
|
|
mManualCheese -= scale_with_frame_length(frame_length, mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x1231ae3c,"Cheese"))/mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xa4362662,"CheeseFrames")));
|
|
if (mManualCheese < 0.0f)
|
|
mManualCheese = 0.0f;
|
|
#ifdef __DEBUG_CHEESE__
|
|
printf ("%d: %.2f: Cheese decremented\n",__LINE__,mManualCheese);
|
|
#endif
|
|
|
|
}
|
|
// printf(Cheese=%f\n",mManualCheese);
|
|
|
|
// Add in the tweak to the score.
|
|
Mdl::Score *pScore=mpSkaterScoreComponent->GetScore();
|
|
//pScore->TweakTrickRequest(mTweak);
|
|
pScore->TweakTrick(mTweak);
|
|
|
|
mActualManualTime+=frame_length;
|
|
mManualTime+=frame_length;
|
|
|
|
Obj::CStatsManagerComponent* pStatsManagerComponent = GetStatsManagerComponentFromObject(mpSkater);
|
|
Dbg_Assert( pStatsManagerComponent );
|
|
|
|
pStatsManagerComponent->CheckTimedRecord( mpSkaterBalanceTrickComponent->mBalanceTrickType, mActualManualTime, false );
|
|
|
|
float ManualLeanGravity=mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x6851748,"Lean_Gravity_Stat"));
|
|
float ManualInstableRate=mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xa9fef5ab,"Instable_Rate"));
|
|
float ManualBase = mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xb6a634f3,"Instable_base"));
|
|
float ManualInstability = ManualBase + (mManualTime * ManualInstableRate);
|
|
|
|
|
|
// the more you lean, the more you lean
|
|
// mManualLean += scale_with_frame_length(mManualLean/ManualLeanGravity * (0.5f + mManualTime/2)/ManualInstableRate);
|
|
// mManualLean += scale_with_frame_length(mManualLeanDir * (0.5f + mManualTime/2)/ManualInstableRate); // speed of turn
|
|
|
|
mManualLean += scale_with_frame_length(frame_length, mManualLean * ManualLeanGravity * ManualInstability);
|
|
mManualLean += scale_with_frame_length(frame_length, mManualLeanDir * ManualInstability);
|
|
|
|
|
|
CSkaterButton *pButt=mpInputComponent->GetControlPad().GetButton(mButtonAChecksum);
|
|
bool APressed=pButt->GetPressed();
|
|
|
|
pButt=mpInputComponent->GetControlPad().GetButton(mButtonBChecksum);
|
|
bool BPressed=pButt->GetPressed();
|
|
|
|
// The released flag stays false until they let go of the buttons. This is so that if the player
|
|
// was holding one of the control buttons at the instant the balance trick started, as they probably
|
|
// will be if doing a manual, then the button won't have any effect on the balance, so as not to
|
|
// unbalance them straight away.
|
|
if (!APressed && !BPressed)
|
|
{
|
|
mManualReleased = true;
|
|
}
|
|
|
|
|
|
uint32 safe_period = (uint32)Script::GetInt(CRCD(0x8cc8f176,"BalanceSafeButtonPeriod"));
|
|
uint32 elapsed_time = Tmr::ElapsedTime(mStartTime);
|
|
|
|
// If the buttons have not technically been released, but have been held for longer than a certain
|
|
// amount of time, then assume that the player does want the button to have an effect after all.
|
|
if (!mManualReleased && elapsed_time>(uint32)Script::GetInt(CRCD(0x7da1621,"BalanceIgnoreButtonPeriod")))
|
|
{
|
|
mManualReleased = true;
|
|
}
|
|
|
|
|
|
if (APressed && mManualReleased)
|
|
{
|
|
// this ramping up of the accleration for a few hundred miliseconds
|
|
// will prevent us from overcompensating
|
|
// due to the button being held down
|
|
// and will actually make it easier to "Stick" the mManualLeanDir
|
|
// the ramping is only in effect if you press in the direction opposite
|
|
// from what you need to get more upright
|
|
// so it prevents you from becoming more unbalanced
|
|
float mult = 1.0f;
|
|
if (mManualLean < 0.0f && elapsed_time < safe_period)
|
|
{
|
|
mult = elapsed_time / safe_period;
|
|
}
|
|
|
|
mManualLeanDir -= scale_with_frame_length(frame_length, mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x61ad5596,"Lean_Acc"))) * mult;
|
|
}
|
|
else if (BPressed && mManualReleased)
|
|
{
|
|
float mult = 1.0f;
|
|
if (mManualLean > 0.0f && elapsed_time < safe_period)
|
|
{
|
|
mult = elapsed_time / safe_period;
|
|
}
|
|
mManualLeanDir += scale_with_frame_length(frame_length, mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x61ad5596,"Lean_Acc"))) * mult;
|
|
}
|
|
else
|
|
{
|
|
if (Mth::Abs(mManualLeanDir) < mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xef27e8ff,"Lean_Min_Speed")))
|
|
{
|
|
int r=(int)mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0x32eb3308,"Lean_Rnd_Speed"));
|
|
r|=1;
|
|
// mManualLeanDir = Mth::Rnd(r)-r/2;
|
|
mManualLeanDir = Mth::Rnd(r)*Mth::Sgn(mManualLeanDir);
|
|
}
|
|
else
|
|
{
|
|
// always add some randomness to it, to make sure we don't ever get stuck
|
|
mManualLeanDir += (Mth::Rnd(50))/100.0f * Mth::Sgn(mManualLeanDir);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
HUD::PanelMgr* panelMgr = HUD::PanelMgr::Instance();
|
|
HUD::Panel *pPanel=panelMgr->GetPanelBySkaterId(mpSkater->GetID());
|
|
|
|
char pBuf[100];
|
|
sprintf(pBuf,"Record %.2f",mMaxTime);
|
|
panelMgr->SendConsoleMessage(pBuf, 2);
|
|
sprintf(pBuf,"Time %.2f",mActualManualTime);
|
|
panelMgr->SendConsoleMessage(pBuf, 3);
|
|
*/
|
|
|
|
if (!mpSkater->GetScript())
|
|
{
|
|
mpSkater->SetScript(new Script::CScript);
|
|
}
|
|
|
|
if (Mth::Abs(mManualLean)>mpSkaterBalanceTrickComponent->GetBalanceStat(CRCD(0xf81ab0e9,"Lean_Bail_Angle")))
|
|
{
|
|
if (mManualLean>0)
|
|
{
|
|
mpSkater->SelfEvent(CRCD(0xd77b6ff9,"OffMeterTop"));
|
|
}
|
|
else
|
|
{
|
|
mpSkater->SelfEvent(CRCD(0x47d44b84,"OffMeterBottom"));
|
|
}
|
|
|
|
mManualLean=0;
|
|
mpSkaterBalanceTrickComponent->mBalanceTrickType=0;
|
|
}
|
|
|
|
if (mWobbleEnabled)
|
|
{
|
|
bool flip=mPlayRangeAnimBackwards;
|
|
if (mDoFlipCheck && GetSkaterCorePhysicsComponentFromObject(mpSkater)->GetFlag(FLIPPED))
|
|
{
|
|
flip=!flip;
|
|
}
|
|
// Update the anim frame.
|
|
Obj::CAnimationComponent* pAnimComponent = GetAnimationComponentFromObject(mpSkater);
|
|
if ( pAnimComponent )
|
|
{
|
|
if (flip)
|
|
{
|
|
pAnimComponent->SetWobbleTarget((-mManualLean+4096)/8192, true);
|
|
}
|
|
else
|
|
{
|
|
pAnimComponent->SetWobbleTarget((mManualLean+4096)/8192, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Update the balance meter.
|
|
GameNet::MsgByteInfo msg;
|
|
float final_val = -mManualLean/4096;
|
|
|
|
if( server && skater_conn )
|
|
{
|
|
msg.m_Data = (char) ( final_val * 127.0f );
|
|
/*server->EnqueueMessage( skater_conn->GetHandle(), GameNet::MSG_ID_SET_MANUAL_METER,
|
|
sizeof(GameNet::MsgByteInfo), &msg );*/
|
|
}
|
|
|
|
// Need to also check we are still doing a balance trick, since exceptions
|
|
// that we fired above (offmetertop/bottom) might have canceled it
|
|
if (!mNeverShowMeters && mpSkaterBalanceTrickComponent->mBalanceTrickType)
|
|
{
|
|
if ((mButtonAChecksum==0xbc6b118f/*Up*/ || mButtonAChecksum==0xe3006fc4/*Down*/) &&
|
|
(mButtonBChecksum==0xbc6b118f/*Up*/ || mButtonBChecksum==0xe3006fc4/*Down*/))
|
|
{
|
|
if (mpSkaterScoreComponent->GetScore())
|
|
{
|
|
mpSkaterScoreComponent->GetScore()->SetManualMeter( true, final_val );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mpSkaterScoreComponent->GetScore())
|
|
{
|
|
mpSkaterScoreComponent->GetScore()->SetBalanceMeter( true, final_val );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/******************************************************************/
|
|
/* */
|
|
/* */
|
|
/******************************************************************/
|
|
|
|
} // namespace Obj
|
|
|
|
|