Change Nonstop scoring to the DDREX way

Clean up ScreenGameplay by having a Song and Notes Queue (rather than different logic based on the PlayMode)
This commit is contained in:
Chris Danford
2003-03-26 23:08:05 +00:00
parent b1fa4fc1c6
commit 189b37b517
16 changed files with 222 additions and 172 deletions
+5 -2
View File
@@ -314,6 +314,7 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
}
}
/* XXX: Should we store song options, too? */
/* Store the player's preferred options. This is called at the very beginning
* of gameplay. */
@@ -321,6 +322,7 @@ void GameState::StoreSelectedOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_StoredPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
m_StoredSongOptions = m_SongOptions;
}
/* Restore the preferred options. This is called after a song ends, before
@@ -335,6 +337,7 @@ void GameState::RestoreSelectedOptions()
* to stick around for the length of the course (for regaining). Let's
* just reset the options that can actually be set per-song. XXX */
// GAMESTATE->m_SongOptions.Init();
GAMESTATE->m_SongOptions.m_DrainType = SongOptions::DRAIN_NORMAL;
GAMESTATE->m_SongOptions.m_fMusicRate = 1.0f;
m_SongOptions = m_StoredSongOptions;
// GAMESTATE->m_SongOptions.m_DrainType = SongOptions::DRAIN_NORMAL;
// GAMESTATE->m_SongOptions.m_fMusicRate = 1.0f;
}