simplify: m_bGameplayLeadIn is regular state, not music state; reset in Reset(),

not ResetMusicStatistics
This commit is contained in:
Glenn Maynard
2005-10-10 04:50:53 +00:00
parent 49b7d0bcbe
commit 1a3d247dbf
2 changed files with 5 additions and 6 deletions
+3 -3
View File
@@ -194,6 +194,7 @@ void GameState::Reset()
m_bDemonstrationOrJukebox = false;
m_bJukeboxUsesModifiers = false;
m_iCurrentStageIndex = 0;
m_bGameplayLeadIn.Set( false );
m_BeatToNoteSkinRev = 0;
m_iNumStagesOfThisSong = 0;
@@ -583,7 +584,6 @@ void GameState::ResetMusicStatistics()
m_fSongBeat = 0;
m_fCurBPS = 10;
m_bFreeze = false;
m_bGameplayLeadIn.Set( false );
Actor::SetBGMTime( 0, 0 );
}
@@ -2007,7 +2007,7 @@ public:
static int IsEventMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsEventMode() ); return 1; }
static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
static int GetSongBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fSongBeat ); return 1; }
static int GetGameplayStarting( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
static int GetGameplayLeadIn( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
static int IsSideJoined( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bSideIsJoined[(PlayerNumber)IArg(1)] ); return 1; }
@@ -2088,7 +2088,7 @@ public:
ADD_METHOD( IsEventMode );
ADD_METHOD( GetNumPlayersEnabled );
ADD_METHOD( GetSongBeat );
ADD_METHOD( GetGameplayStarting );
ADD_METHOD( GetGameplayLeadIn );
ADD_METHOD( PlayerUsingBothSides );
ADD_METHOD( GetCoins );
ADD_METHOD( IsSideJoined );
+2 -3
View File
@@ -862,6 +862,8 @@ void ScreenGameplay::Init()
pi->m_pSecondaryScoreKeeper->Load( m_apSongsQueue, pi->m_vpStepsQueue, pi->m_asModifiersQueue );
}
GAMESTATE->m_bGameplayLeadIn.Set( true );
/* LoadNextSong first, since that positions some elements which need to be
* positioned before we TweenOnScreen. */
LoadNextSong();
@@ -1061,8 +1063,6 @@ void ScreenGameplay::LoadNextSong()
{
GAMESTATE->ResetMusicStatistics();
GAMESTATE->m_bGameplayLeadIn.Set( true );
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
{
pi->GetPlayerStageStats()->iSongsPlayed++;
@@ -2494,7 +2494,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
LoadNextSong();
GAMESTATE->m_bGameplayLeadIn.Set( false );
m_NextSong.Reset();
m_NextSong.PlayCommand( "Finish" );