Added: support for player options at evaluation-time

This commit is contained in:
Charles Lohr
2004-09-06 03:54:04 +00:00
parent 712b5fbca0
commit 1fd7483cdd
4 changed files with 7 additions and 0 deletions
+2
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@@ -202,6 +202,8 @@ NOTE: Server responces always add 128, thus a server responce for no operation
2 marvelous (All players)
2 ok (All players)
2 max_combo (All players)
NT Player's options
<Other player's options>
005: Scoreboard update
+2
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@@ -537,6 +537,8 @@ void NetworkSyncManager::ProcessInput()
for (int j=0;j<NETNUMTAPSCORES;j++)
for (int i=0;i<PlayersInPack; i++)
m_EvalPlayerData[i].tapScores[j] = m_packet.Read2();
for (int i=0;i<PlayersInPack;i++)
m_EvalPlayerData[i].playerOptions = m_packet.ReadNT();
SCREENMAN->SendMessageToTopScreen( SM_GotEval );
}
break;
+1
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@@ -20,6 +20,7 @@ struct EndOfGame_PlayerData
int grade;
Difficulty difficulty;
int tapScores[NETNUMTAPSCORES]; //This will be a const soon enough
CString playerOptions;
};
enum NSScoreBoardColumn
+2
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@@ -136,4 +136,6 @@ void ScreenNetEvaluation::UpdateStats()
int iNumDigits = (j==max_combo) ? MAX_COMBO_NUM_DIGITS : 4;
m_textJudgeNumbers[j][m_pActivePlayer].SetText( ssprintf( "%*d", iNumDigits, NSMAN->m_EvalPlayerData[m_iCurrentPlayer].tapScores[j] ) );
}
m_textPlayerOptions[NUM_PLAYERS].SetText( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].playerOptions );
}