From 229c656d256294cab07df195ede3ed63b4383404 Mon Sep 17 00:00:00 2001 From: Sean Burke Date: Fri, 29 Aug 2003 01:12:06 +0000 Subject: [PATCH] Make this happen for each place it needs to. --- stepmania/src/BeginnerHelper.cpp | 15 +++++++++++---- 1 file changed, 11 insertions(+), 4 deletions(-) diff --git a/stepmania/src/BeginnerHelper.cpp b/stepmania/src/BeginnerHelper.cpp index 756b407aac..8eae4ee82b 100644 --- a/stepmania/src/BeginnerHelper.cpp +++ b/stepmania/src/BeginnerHelper.cpp @@ -17,7 +17,7 @@ // STEPCIRCLE commands are relative to the HELPER position #define STEPCIRCLE_LEFT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_LEFT_COMMAND",pz+1)) #define STEPCIRCLE_DOWN_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_DOWN_COMMAND",pz+1)) -#define STEPCIRCLE_UP_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_UP_COMMAND",pz+1)) +#define STEPCIRCLE_UP_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_UP_COMMAND",pz+1)) #define STEPCIRCLE_RIGHT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_RIGHT_COMMAND",pz+1)) // "HELPER" offsets effect the pad/dancer as a whole.. Their relative Y cooridinates are hard-coded for eachother. @@ -95,6 +95,8 @@ void BeginnerHelper::Initialize( int iDancePadType ) this->AddChild(&m_sStepCircle[sc]); }*/ + Steps *Blahness; + // Load the DancePad m_mDancePad.SetHorizAlign( align_left ); m_mDancePad.SetRotationX( DANCEPAD_ANGLE ); @@ -116,6 +118,11 @@ void BeginnerHelper::Initialize( int iDancePadType ) GAMESTATE->m_pCurCharacters[pl] = GAMESTATE->GetRandomCharacter(); } + LOG->Trace( "Blahness" ); + Blahness = GAMESTATE->m_pCurNotes[pl]; + LOG->Trace( "Blahness2" ); + LOG->Trace( "Players: %d, Player: %d",NUM_PLAYERS,pl ); + LOG->Trace ("Blahness Difficulty: %d",Blahness->GetDifficulty() ); if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() == DIFFICULTY_BEGINNER && GAMESTATE->m_pCurCharacters[pl] != NULL ) { // Load textures @@ -185,7 +192,7 @@ void BeginnerHelper::Step( int pn, int CSTEP ) { LOG->Trace( "BeginnerHelper::Step()" ); // First make sure this player is on beginner mode and enabled... The difficulty check may be redundant, tho. - if( (GAMESTATE->IsPlayerEnabled(pn)) && (GAMESTATE->m_PreferredDifficulty[pn] == DIFFICULTY_BEGINNER) ) + if( (GAMESTATE->IsPlayerEnabled(pn)) && (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() == DIFFICULTY_BEGINNER) ) { ShowStepCircle( pn, CSTEP); m_mDancer[pn].StopTweening(); @@ -194,7 +201,7 @@ void BeginnerHelper::Step( int pn, int CSTEP ) { case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT" ); break; case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT" ); break; - case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP" ); break; + case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP" ); break; case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN" ); break; case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR" ); break; case ST_JUMPUD: @@ -221,7 +228,7 @@ void BeginnerHelper::Update( float fDeltaTime ) for(int pn = 0; pn < NUM_PLAYERS; pn++ ) { - if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_BEGINNER) ) + if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() != DIFFICULTY_BEGINNER) ) continue; // skip int iStep = 0;