Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -- Haggen Daze
- local ret = ... or {};
- ret.RedirTable =
- {
- Up = "Down",
- Down = "Down",
- Left = "Down",
- Right = "Down",
- UpLeft = "Down",
- UpRight = "Down",
- };
- local OldRedir = ret.Redir;
- ret.Redir = function(sButton, sElement)
- -- sButton, sElement = OldRedir(sButton, sElement);
- -- Instead of separate hold heads, use the tap note graphics.
- if sElement == "Hold Head Active" or
- sElement == "Roll Head Active"
- then
- sElement =
- (GAMESTATE:GetCurrentStyle():GetStyleType() == "StyleType_TwoPlayersSharedSides")
- and "Tap Note" or "Hold Head Active";
- end
- -- Test
- if sElement == "Hold Head Inactive" or
- sElement == "Roll Head Inactive"
- then
- sElement =
- (GAMESTATE:GetCurrentStyle():GetStyleType() == "StyleType_TwoPlayersSharedSides")
- and "Tap Note" or "Hold Head Inactive";
- end
- if sElement == "Tap Fake"
- then
- sElement = "Tap Note";
- end
- sButton = ret.RedirTable[sButton];
- return sButton, sElement;
- end
- -- local OldRedir = ret.Redir;
- -- ret.Redir = function(sButton, sElement)
- -- sButton = ret.RedirTable[sButton];
- -- return sButton, sElement;
- -- end
- -- To have separate graphics for each hold part:
- local OldRedir = ret.Redir;
- ret.Redir = function(sButton, sElement)
- -- Redirect non-hold, non-roll parts.
- if string.find(sElement, "hold") or string.find(sElement, "roll") then
- return sButton, sElement;
- end
- return OldRedir(sButton, sElement);
- end
- --[[
- local OldFunc = ret.Load;
- function ret.Load()
- local t = OldFunc();
- -- The main "Explosion" part just loads other actors; don't rotate
- -- it. The "Hold Explosion" part should not be rotated.
- if Var "Element" == "Explosion" or
- Var "Element" == "Roll Explosion" then
- t.BaseRotationZ = nil;
- end
- return t;
- end
- ]]
- local OldFunc = ret.Load;
- function ret.Load()
- local t = OldFunc();
- --Explosion should not be rotated; it calls other actors.
- if Var "Element" == "Explosion" then
- t.BaseRotationZ = nil;
- end
- return t;
- end
- ret.PartsToRotate =
- {
- ["Receptor"] = true,
- ["Go Receptor"] = true,
- ["Ready Receptor"] = true,
- ["Tap Explosion Bright"] = true,
- ["Tap Explosion Dim"] = true,
- ["Tap Note"] = true,
- ["Tap Fake"] = true,
- ["Tap Lift"] = true,
- ["Hold Head Active"] = true,
- ["Hold Head Inactive"] = true,
- ["Roll Head Active"] = true,
- ["Roll Head Inactive"] = true,
- ["Hold Explosion"] = true,
- ["Roll Explosion"] = true,
- };
- ret.Rotate =
- {
- Up = 180,
- Down = 0,
- Left = 90,
- Right = -90,
- UpLeft = 135,
- UpRight = 225,
- };
- --
- -- If a derived skin wants to have separate UpLeft graphics,
- -- use this:
- --
- -- ret.RedirTable.UpLeft = "UpLeft";
- -- ret.RedirTable.UpRight = "UpLeft";
- -- ret.Rotate.UpLeft = 0;
- -- ret.Rotate.UpRight = 90;
- --
- ret.Blank =
- {
- ["Hold Topcap Active"] = true,
- ["Hold Topcap Inactive"] = true,
- ["Roll Topcap Active"] = true,
- ["Roll Topcap Inactive"] = true,
- ["Hold Tail Active"] = true,
- ["Hold Tail Inactive"] = true,
- ["Roll Tail Active"] = true,
- ["Roll Tail Inactive"] = true,
- ["Roll Explosion"] = true,
- };
- return ret;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement