Cleaned up positional sound.
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a4c6165094
commit
5d7d7c0822
8 files changed
+16
-11
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@@ -17,8 +17,8 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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ListZMap = nullptr;
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GroupName = nullptr;
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Control = nullptr;
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Coordinates.X = -1.0f;
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Coordinates.Y = -1.0f;
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VisualPosNormX= -1.0f;
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VisualPosNormY = -1.0f;
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if (table)
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table->ComponentList.push_back(this);
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if (groupIndex >= 0)
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@@ -71,8 +71,10 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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rootBmp->XPosition - table->XOffset,
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rootBmp->YPosition - table->YOffset,
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&bmp1Rect);
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Coordinates.X = (bmp1Rect.XPosition + (bmp1Rect.Width / 2.0f)) / PinballTable->Width;
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Coordinates.Y = (bmp1Rect.YPosition + (bmp1Rect.Height / 2.0f)) / PinballTable->Height;
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auto& rect = RenderSprite->BmpRect;
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VisualPosNormX = (rect.XPosition + (rect.Width / 2.0f)) / PinballTable->Width;
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VisualPosNormY = (rect.YPosition + (rect.Height / 2.0f)) / PinballTable->Height;
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}
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}
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GroupIndex = groupIndex;
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@@ -118,5 +120,5 @@ int TPinballComponent::get_scoring(int index)
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vector2 TPinballComponent::get_coordinates()
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{
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return this->Coordinates;
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return {VisualPosNormX, VisualPosNormY};
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}
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