add bAllowHopo to fix hopo highlighing showing for Game types that don't support hopos

This commit is contained in:
Chris Danford
2006-12-02 00:15:59 +00:00
parent 7ebfd65a9b
commit 1e3fe0ad38
3 changed files with 13 additions and 1 deletions
+1
View File
@@ -33,6 +33,7 @@ public:
const char *m_szName;
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
bool m_bAllowHopos; // allow Hammer-ons and Pull-offs? Only useful for guitar type input.
InputScheme m_InputScheme;
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
+10
View File
@@ -116,6 +116,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_DANCE
"dance", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"dance", // m_szName
NUM_DANCE_BUTTONS, // m_iButtonsPerController
@@ -168,6 +169,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_PUMP
"pump", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"pump", // m_szName
NUM_PUMP_BUTTONS, // m_iButtonsPerController
@@ -219,6 +221,7 @@ static Game g_Games[NUM_GAMES] =
{
"ez2", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"ez2", // m_szName
NUM_EZ2_BUTTONS, // m_iButtonsPerController
@@ -272,6 +275,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_PARA
"para", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"para", // m_szName
NUM_PARA_BUTTONS, // m_iButtonsPerController
@@ -323,6 +327,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_DS3DDX
"ds3ddx", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"ds3ddx", // m_szName
NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
@@ -377,6 +382,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_BEAT
"beat", // m_szName
true, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"beat", // m_szName
NUM_BEAT_BUTTONS, // m_iButtonsPerController
@@ -432,6 +438,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_MANIAX
"maniax", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"maniax", // m_szName
NUM_MANIAX_BUTTONS, // m_iButtonsPerController
@@ -482,6 +489,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_TECHNO
"techno", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"techno", // m_szName
NUM_TECHNO_BUTTONS, // m_iButtonsPerController
@@ -537,6 +545,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_POPN
"popn", // m_szName
true, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"popn", // m_szName
NUM_POPN_BUTTONS, // m_iButtonsPerController
@@ -592,6 +601,7 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_LIGHTS
"lights", // m_szName
false, // m_bCountNotesSeparately
false, // m_bAllowHopos
{ // m_InputScheme
"lights", // m_szName
NUM_LIGHTS_BUTTONS, // m_iButtonsPerController
+2 -1
View File
@@ -392,7 +392,8 @@ void Player::Load()
NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), GAMESTATE->GetCurrentStyle()->m_StepsType );
const Song* pSong = GAMESTATE->m_pCurSong;
NoteDataUtil::SetHopoPossibleFlags( pSong, m_NoteData );
if( GAMESTATE->m_pCurGame->m_bAllowHopos )
NoteDataUtil::SetHopoPossibleFlags( pSong, m_NoteData );
switch( GAMESTATE->m_PlayMode )
{