From 0b16e4ac0e2bbeedb01b419a8016dcbc1c2f0b64 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Fri, 3 Apr 2009 16:21:38 +0000 Subject: [PATCH] fix bogus asserts firing in course mode --- stepmania/src/ScreenGameplay.cpp | 20 +++++++++----------- 1 file changed, 9 insertions(+), 11 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 2e9c187996..b99a2e3813 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -392,15 +392,6 @@ void ScreenGameplay::Init() GAMESTATE->BeginStage(); - - - // fill in difficulty of CPU players with that of the first human player - FOREACH_PotentialCpuPlayer(p) - GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] ); - - FOREACH_EnabledPlayer(p) - ASSERT( GAMESTATE->m_pCurSteps[p].Get() ); - /* Increment the course play count. */ if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox ) FOREACH_EnabledPlayer(p) @@ -596,7 +587,7 @@ void ScreenGameplay::Init() { ASSERT( pi->m_ptextCourseSongNumber == NULL ); pi->m_ptextCourseSongNumber = new BitmapText; - pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"song num") ); + pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") ); pi->m_ptextCourseSongNumber->SetShadowLength( 0 ); pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) ); LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber ); @@ -925,7 +916,7 @@ void ScreenGameplay::SetupSong( int iSongIndex ) pi->GetPlayerState()->m_fLastDrawnBeat = -100; Steps *pSteps = pi->m_vpStepsQueue[iSongIndex]; - GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps ); + GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps ); /* Load new NoteData into Player. Do this before * RebuildPlayerOptionsFromActiveAttacks or else transform mods will get @@ -1011,6 +1002,13 @@ void ScreenGameplay::SetupSong( int iSongIndex ) /* Hack: Course modifiers that are set to start immediately shouldn't tween on. */ pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage ); } + + // fill in difficulty of CPU players with that of the first human player + FOREACH_PotentialCpuPlayer(p) + GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] ); + + FOREACH_EnabledPlayer(p) + ASSERT( GAMESTATE->m_pCurSteps[p].Get() ); } void ScreenGameplay::ReloadCurrentSong()