pass around a PlayerState and PlayerStageStats instead of PlayerNumber and looking things up in GameState
This commit is contained in:
@@ -5,6 +5,8 @@
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#include "GameConstantsAndTypes.h"
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#include "ActorFrame.h"
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class PlayerState;
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class PlayerStageStats;
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class LifeMeter : public ActorFrame
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{
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@@ -12,7 +14,11 @@ public:
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LifeMeter() {};
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virtual ~LifeMeter() {};
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virtual void Load( PlayerNumber pn ) { m_PlayerNumber = pn; }
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virtual void Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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}
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virtual void OnLoadSong() {};
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virtual void OnSongEnded() {};
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/* Change life after receiving a tap note grade. This *is* called for
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@@ -30,7 +36,8 @@ public:
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virtual void ForceFail() = 0;
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protected:
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PlayerNumber m_PlayerNumber;
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const PlayerState *m_pPlayerState;
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PlayerStageStats *m_pPlayerStageStats;
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};
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@@ -100,15 +100,17 @@ LifeMeterBar::~LifeMeterBar()
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SAFE_DELETE( m_pStream );
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}
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void LifeMeterBar::Load( PlayerNumber pn )
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void LifeMeterBar::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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LifeMeter::Load( pn );
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LifeMeter::Load( pPlayerState, pPlayerStageStats );
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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// Change life difficulty to really easy if merciful beginner on
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bool bMercifulBeginnerInEffect =
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GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR &&
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GAMESTATE->IsPlayerEnabled( pn ) &&
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GAMESTATE->m_pCurSteps[m_PlayerNumber]->GetDifficulty() == DIFFICULTY_BEGINNER &&
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GAMESTATE->IsPlayerEnabled( pPlayerState ) &&
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GAMESTATE->m_pCurSteps[pn]->GetDifficulty() == DIFFICULTY_BEGINNER &&
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PREFSMAN->m_bMercifulBeginner;
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if( bMercifulBeginnerInEffect )
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{
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@@ -247,7 +249,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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}
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/* If we've already failed, there's no point in letting them fill up the bar again. */
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailed )
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if( m_pPlayerStageStats->bFailed )
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fDeltaLife = 0;
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switch( GAMESTATE->m_SongOptions.m_DrainType )
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@@ -277,7 +279,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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AfterLifeChanged();
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if( m_fLifePercentage <= FAIL_THRESHOLD )
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STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterBar::AfterLifeChanged()
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@@ -287,9 +289,9 @@ void LifeMeterBar::AfterLifeChanged()
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bool LifeMeterBar::IsPastPassmark() const
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{
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if( GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_PlayerOptions.m_fPassmark > 0 )
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if( m_pPlayerState->m_PlayerOptions.m_fPassmark > 0 )
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{
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return m_fLifePercentage >= GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_PlayerOptions.m_fPassmark;
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return m_fLifePercentage >= m_pPlayerState->m_PlayerOptions.m_fPassmark;
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}
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else
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{
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@@ -326,7 +328,7 @@ void LifeMeterBar::Update( float fDeltaTime )
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m_pStream->SetPassingAlpha( m_fPassingAlpha );
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m_pStream->SetHotAlpha( m_fHotAlpha );
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if( m_fLifePercentage < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_PlayerNumber) )
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if( m_fLifePercentage < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_pPlayerState) )
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m_quadDangerGlow.SetDiffuseAlpha( 1 );
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else
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m_quadDangerGlow.SetDiffuseAlpha( 0 );
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@@ -14,7 +14,7 @@ public:
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LifeMeterBar();
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~LifeMeterBar();
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virtual void Load( PlayerNumber pn );
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virtual void Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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@@ -3,7 +3,7 @@
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "StatsManager.h"
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#include "PlayerState.h"
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const float BATTERY_X[NUM_PLAYERS] = { -92, +92 };
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@@ -25,11 +25,11 @@ LifeMeterBattery::LifeMeterBattery()
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m_soundLoseLife.Load( THEME->GetPathS("LifeMeterBattery","lose"),true );
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}
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void LifeMeterBattery::Load( PlayerNumber pn )
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void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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LifeMeter::Load( pn );
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LifeMeter::Load( pPlayerState, pPlayerStageStats );
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bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled(pn);
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bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled( pPlayerState );
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m_sprFrame.Load( THEME->GetPathG("LifeMeterBattery","frame") );
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this->AddChild( &m_sprFrame );
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@@ -45,6 +45,8 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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if( bPlayerEnabled )
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this->AddChild( &m_textNumLives );
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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m_sprFrame.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetX( BATTERY_X[pn] );
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@@ -53,7 +55,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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if( bPlayerEnabled )
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{
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m_Percent.Load( pn, &STATSMAN->m_CurStageStats.m_player[pn], "LifeMeterBattery Percent", true );
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m_Percent.Load( pPlayerState, pPlayerStageStats, "LifeMeterBattery Percent", true );
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this->AddChild( &m_Percent );
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}
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@@ -62,13 +64,14 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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void LifeMeterBattery::OnSongEnded()
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{
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
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if( m_pPlayerStageStats->bFailedEarlier )
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return;
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if( m_iLivesLeft < GAMESTATE->m_SongOptions.m_iBatteryLives )
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{
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_iLivesLeft += ( GAMESTATE->m_pCurSteps[m_PlayerNumber]->GetMeter()>=8 ? 2 : 1 );
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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m_iLivesLeft += ( GAMESTATE->m_pCurSteps[pn]->GetMeter()>=8 ? 2 : 1 );
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m_iLivesLeft = min( m_iLivesLeft, GAMESTATE->m_SongOptions.m_iBatteryLives );
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m_soundGainLife.Play();
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}
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@@ -79,7 +82,7 @@ void LifeMeterBattery::OnSongEnded()
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void LifeMeterBattery::ChangeLife( TapNoteScore score )
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{
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
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if( m_pPlayerStageStats->bFailedEarlier )
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return;
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switch( score )
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@@ -107,7 +110,7 @@ void LifeMeterBattery::ChangeLife( TapNoteScore score )
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ASSERT(0);
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}
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if( m_iLivesLeft == 0 )
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STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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@@ -145,7 +148,7 @@ bool LifeMeterBattery::IsHot() const
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bool LifeMeterBattery::IsFailing() const
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{
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return STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier;
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return m_pPlayerStageStats->bFailedEarlier;
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}
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float LifeMeterBattery::GetLife() const
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@@ -15,7 +15,7 @@ class LifeMeterBattery : public LifeMeter
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public:
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LifeMeterBattery();
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virtual void Load( PlayerNumber pn );
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virtual void Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats );
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virtual void Update( float fDeltaTime );
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@@ -1,13 +1,13 @@
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#include "global.h"
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#include "LifeMeterTime.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "StatsManager.h"
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#include "ActorUtil.h"
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#include "Course.h"
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#include "PrefsManager.h"
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#include "StreamDisplay.h"
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#include "GameState.h"
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#include "StatsManager.h"
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const float FULL_LIFE_SECONDS = 1.5f*60;
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@@ -24,9 +24,9 @@ LifeMeterTime::LifeMeterTime()
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m_fLifeTotalLostSeconds = 0;
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}
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void LifeMeterTime::Load( PlayerNumber pn )
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void LifeMeterTime::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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LifeMeter::Load( pn );
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LifeMeter::Load( pPlayerState, pPlayerStageStats );
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const CString sType = "LifeMeterTime";
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@@ -70,7 +70,7 @@ void LifeMeterTime::Load( PlayerNumber pn )
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void LifeMeterTime::OnLoadSong()
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{
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
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if( m_pPlayerStageStats->bFailedEarlier )
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return;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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@@ -85,7 +85,7 @@ void LifeMeterTime::OnLoadSong()
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void LifeMeterTime::ChangeLife( TapNoteScore tns )
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{
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
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if( m_pPlayerStageStats->bFailedEarlier )
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return;
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float fMeterChange = 0;
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@@ -104,12 +104,12 @@ void LifeMeterTime::ChangeLife( TapNoteScore tns )
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m_fLifeTotalLostSeconds -= fMeterChange;
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if( GetLifeSeconds() <= 0 )
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STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterTime::ChangeLife( HoldNoteScore hns, TapNoteScore tns )
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{
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
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if( m_pPlayerStageStats->bFailedEarlier )
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return;
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float fMeterChange = 0;
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@@ -123,7 +123,7 @@ void LifeMeterTime::ChangeLife( HoldNoteScore hns, TapNoteScore tns )
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m_fLifeTotalLostSeconds -= fMeterChange;
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if( GetLifeSeconds() <= 0 )
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STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterTime::OnDancePointsChange()
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@@ -143,7 +143,7 @@ bool LifeMeterTime::IsHot() const
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bool LifeMeterTime::IsFailing() const
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{
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return STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier;
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return m_pPlayerStageStats->bFailedEarlier;
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}
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void LifeMeterTime::Update( float fDeltaTime )
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@@ -151,7 +151,7 @@ void LifeMeterTime::Update( float fDeltaTime )
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// update current stage stats so ScoreDisplayLifeTime can show the right thing
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float fSecs = GetLifeSeconds();
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fSecs = max( 0, fSecs );
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STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].fLifeRemainingSeconds = fSecs;
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m_pPlayerStageStats->fLifeRemainingSeconds = fSecs;
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LifeMeter::Update( fDeltaTime );
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@@ -160,7 +160,7 @@ void LifeMeterTime::Update( float fDeltaTime )
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m_pStream->SetPassingAlpha( 0 );
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m_pStream->SetHotAlpha( 0 );
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if( m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_PlayerNumber) )
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if( m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_pPlayerState) )
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m_quadDangerGlow.SetDiffuseAlpha( 1 );
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else
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m_quadDangerGlow.SetDiffuseAlpha( 0 );
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@@ -18,7 +18,7 @@ class LifeMeterTime : public LifeMeter
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public:
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LifeMeterTime();
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virtual void Load( PlayerNumber pn );
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virtual void Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats );
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virtual void Update( float fDeltaTime );
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@@ -1,2 +1,8 @@
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#include "global.h"
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#include "ScoreDisplay.h"
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void ScoreDisplay::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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}
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@@ -5,12 +5,13 @@
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#include "ActorFrame.h"
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#include "GameConstantsAndTypes.h"
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struct PlayerState;
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class PlayerState;
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class PlayerStageStats;
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class ScoreDisplay : public ActorFrame
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{
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public:
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virtual void Init( const PlayerState* pPlayerState ) { m_pPlayerState = pPlayerState; }
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virtual void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
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virtual void SetScore( int iNewScore ) {}
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virtual void OnLoadSong() {};
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@@ -23,7 +24,8 @@ public:
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virtual void OnJudgment( HoldNoteScore score, TapNoteScore tscore ) {};
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protected:
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const PlayerState* m_pPlayerState; // needed to look up statistics in GAMESTATE
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const PlayerState* m_pPlayerState; // needed to look up stats
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const PlayerStageStats* m_pPlayerStageStats; // needed to look up stats
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};
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#endif
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@@ -32,9 +32,9 @@ ScoreDisplayBattle::ScoreDisplayBattle()
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m_TexturePreload.Load( asIconPaths[j] );
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}
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void ScoreDisplayBattle::Init( const PlayerState* pPlayerState )
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void ScoreDisplayBattle::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState );
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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}
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void ScoreDisplayBattle::Update( float fDelta )
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@@ -13,7 +13,7 @@ class ScoreDisplayBattle : public ScoreDisplay
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{
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public:
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ScoreDisplayBattle();
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virtual void Init( const PlayerState* pPlayerState );
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virtual void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
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virtual void Update( float fDelta );
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@@ -18,9 +18,9 @@ ScoreDisplayLifeTime::ScoreDisplayLifeTime()
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LOG->Trace( "ScoreDisplayLifeTime::ScoreDisplayLifeTime()" );
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}
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void ScoreDisplayLifeTime::Init( const PlayerState* pPlayerState )
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void ScoreDisplayLifeTime::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState );
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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const CString sType = "ScoreDisplayLifeTime";
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@@ -65,7 +65,7 @@ void ScoreDisplayLifeTime::Update( float fDelta )
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{
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ScoreDisplay::Update( fDelta );
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float fSecs = STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].fLifeRemainingSeconds;
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float fSecs = m_pPlayerStageStats->fLifeRemainingSeconds;
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CString s = SecondsToMSSMsMs(fSecs);
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m_textTimeRemaining.SetText( s );
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@@ -12,7 +12,7 @@ class ScoreDisplayLifeTime : public ScoreDisplay
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public:
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ScoreDisplayLifeTime();
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virtual void Init( const PlayerState* pPlayerState );
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virtual void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
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virtual void Update( float fDelta );
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@@ -24,9 +24,9 @@ ScoreDisplayNormal::ScoreDisplayNormal()
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this->AddChild( &m_text );
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}
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void ScoreDisplayNormal::Init( const PlayerState* pPlayerState )
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void ScoreDisplayNormal::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState );
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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@@ -12,7 +12,7 @@ class ScoreDisplayNormal : public ScoreDisplay
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public:
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ScoreDisplayNormal();
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virtual void Init( const PlayerState* pPlayerState );
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virtual void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
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virtual void SetScore( int iNewScore );
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virtual void SetText( CString s ) { m_text.SetText(s); }
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@@ -24,9 +24,9 @@ ScoreDisplayOni::ScoreDisplayOni()
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this->AddChild( &m_text );
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}
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void ScoreDisplayOni::Init( const PlayerState* pPlayerState )
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void ScoreDisplayOni::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState );
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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@@ -12,7 +12,7 @@ class ScoreDisplayOni : public ScoreDisplay
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public:
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ScoreDisplayOni();
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virtual void Init( const PlayerState* pPlayerState );
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virtual void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
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virtual void Update( float fDelta );
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||||
|
||||
@@ -14,11 +14,13 @@ ScoreDisplayPercentage::ScoreDisplayPercentage()
|
||||
this->AddChild( &m_Percent );
|
||||
}
|
||||
|
||||
void ScoreDisplayPercentage::Init( const PlayerState* pPlayerState )
|
||||
void ScoreDisplayPercentage::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
|
||||
{
|
||||
ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
|
||||
|
||||
m_Percent.Load(
|
||||
pPlayerState->m_PlayerNumber,
|
||||
&STATSMAN->m_CurStageStats.m_player[pPlayerState->m_PlayerNumber],
|
||||
pPlayerState,
|
||||
pPlayerStageStats,
|
||||
"ScoreDisplayPercentage Percent",
|
||||
true );
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ class ScoreDisplayPercentage: public ScoreDisplay
|
||||
{
|
||||
public:
|
||||
ScoreDisplayPercentage();
|
||||
void Init( const PlayerState* pPlayerState );
|
||||
void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
|
||||
|
||||
private:
|
||||
AutoActor m_sprFrame;
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "RageLog.h"
|
||||
#include "PrefsManager.h"
|
||||
#include "RageLog.h"
|
||||
#include "GameState.h"
|
||||
#include "ThemeManager.h"
|
||||
#include "ActorUtil.h"
|
||||
#include "PlayerState.h"
|
||||
@@ -34,9 +33,9 @@ ScoreDisplayRave::ScoreDisplayRave()
|
||||
this->AddChild( &m_textLevel );
|
||||
}
|
||||
|
||||
void ScoreDisplayRave::Init( const PlayerState* pPlayerState )
|
||||
void ScoreDisplayRave::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
|
||||
{
|
||||
ScoreDisplay::Init( pPlayerState );
|
||||
ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
|
||||
|
||||
PlayerNumber pn = pPlayerState->m_PlayerNumber;
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ class ScoreDisplayRave : public ScoreDisplay
|
||||
{
|
||||
public:
|
||||
ScoreDisplayRave();
|
||||
virtual void Init( const PlayerState* pPlayerState );
|
||||
virtual void Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats );
|
||||
|
||||
virtual void Update( float fDelta );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user