always choose lights StepsType from the primary Style of the current Game so that lights are the same for single and double Styles

This commit is contained in:
Chris Danford
2008-06-27 19:53:43 +00:00
parent f72a0cd94e
commit 115cc6be2f
+5 -2
View File
@@ -1266,10 +1266,13 @@ void ScreenGameplay::LoadLights()
vector<RString> asDifficulties;
split( sDifficulty, ",", asDifficulties );
// Always use the steps from the primary steps type so that lights are consistent over single and double styles.
StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType;
Difficulty d1 = Difficulty_Invalid;
if( asDifficulties.size() > 0 )
d1 = StringToDifficulty( asDifficulties[0] );
pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, GAMESTATE->GetCurrentStyle()->m_StepsType, d1 );
pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d1 );
// If we can't find anything at all, stop.
if( pSteps == NULL )
@@ -1281,7 +1284,7 @@ void ScreenGameplay::LoadLights()
if( asDifficulties.size() > 1 )
{
Difficulty d2 = StringToDifficulty( asDifficulties[1] );
const Steps *pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, GAMESTATE->GetCurrentStyle()->m_StepsType, d2 );
const Steps *pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d2 );
if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
{
NoteData TapNoteData2;