Fix: Don't let song wheel go flying when you enter options.

Fix: Update high grades on song wheel based on difficulty.
This commit is contained in:
Charles Lohr
2005-04-02 17:27:44 +00:00
parent 3f3e06aa6b
commit 10614a067b
+11 -1
View File
@@ -28,6 +28,7 @@ AutoScreenMessage( SM_SMOnlinePack )
AutoScreenMessage( SM_SetWheelSong )
AutoScreenMessage( SM_RefreshWheelLocation )
AutoScreenMessage( SM_SongChanged )
AutoScreenMessage( SM_UsersUpdate )
const CString AllGroups = "[ALL MUSIC]";
@@ -157,6 +158,10 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
SOUND->StopMusic();
SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NextScreen") );
}
else if( SM == SM_UsersUpdate )
{
m_MusicWheel.Move( 0 );
}
else if( SM == SM_NoSongs )
{
SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NoSongsScreen") );
@@ -484,10 +489,15 @@ void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
Steps * pSteps = GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] );
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
if ( ( m_DC[pn] < NUM_DIFFICULTIES ) && ( m_DC[pn] >= DIFFICULTY_BEGINNER ) )
m_DifficultyMeters[pn].SetFromSteps( GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] ) );
m_DifficultyMeters[pn].SetFromSteps( pSteps );
else
m_DifficultyMeters[pn].SetFromMeterAndDifficulty( 0, DIFFICULTY_BEGINNER );
m_MusicWheel.NotesOrTrailChanged( pn );
}
void ScreenNetSelectMusic::MusicChanged()