simplify: m_bGameplayLeadIn is regular state, not music state; reset in Reset(),
not ResetMusicStatistics
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@@ -194,6 +194,7 @@ void GameState::Reset()
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m_bDemonstrationOrJukebox = false;
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m_bJukeboxUsesModifiers = false;
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m_iCurrentStageIndex = 0;
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m_bGameplayLeadIn.Set( false );
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m_BeatToNoteSkinRev = 0;
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m_iNumStagesOfThisSong = 0;
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@@ -583,7 +584,6 @@ void GameState::ResetMusicStatistics()
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m_fSongBeat = 0;
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m_fCurBPS = 10;
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m_bFreeze = false;
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m_bGameplayLeadIn.Set( false );
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Actor::SetBGMTime( 0, 0 );
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}
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@@ -2007,7 +2007,7 @@ public:
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static int IsEventMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsEventMode() ); return 1; }
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static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
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static int GetSongBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fSongBeat ); return 1; }
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static int GetGameplayStarting( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
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static int GetGameplayLeadIn( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
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static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
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static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
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static int IsSideJoined( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bSideIsJoined[(PlayerNumber)IArg(1)] ); return 1; }
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@@ -2088,7 +2088,7 @@ public:
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ADD_METHOD( IsEventMode );
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ADD_METHOD( GetNumPlayersEnabled );
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ADD_METHOD( GetSongBeat );
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ADD_METHOD( GetGameplayStarting );
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ADD_METHOD( GetGameplayLeadIn );
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ADD_METHOD( PlayerUsingBothSides );
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ADD_METHOD( GetCoins );
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ADD_METHOD( IsSideJoined );
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@@ -862,6 +862,8 @@ void ScreenGameplay::Init()
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pi->m_pSecondaryScoreKeeper->Load( m_apSongsQueue, pi->m_vpStepsQueue, pi->m_asModifiersQueue );
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}
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GAMESTATE->m_bGameplayLeadIn.Set( true );
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/* LoadNextSong first, since that positions some elements which need to be
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* positioned before we TweenOnScreen. */
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LoadNextSong();
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@@ -1061,8 +1063,6 @@ void ScreenGameplay::LoadNextSong()
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{
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GAMESTATE->ResetMusicStatistics();
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GAMESTATE->m_bGameplayLeadIn.Set( true );
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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{
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pi->GetPlayerStageStats()->iSongsPlayed++;
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@@ -2494,7 +2494,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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LoadNextSong();
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_NextSong.Reset();
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m_NextSong.PlayCommand( "Finish" );
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