What does this line do other than clobber iPossibleDancePoints[0] and give everybody AA?

This commit is contained in:
Steve Checkoway
2003-08-01 11:41:13 +00:00
parent 6dd3275d00
commit 2dcb5f7a9e
+5 -18
View File
@@ -75,7 +75,6 @@ const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
{
LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
@@ -190,21 +189,13 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
}
}
m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
m_DancingState = STATE_INTRO;
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_bZeroDeltaOnNextUpdate = false;
// If this is beginner mode, show the helper
/* !! Working on this.. having probs loading the BG sequences -- Miryokuteki */
@@ -667,7 +658,6 @@ bool ScreenGameplay::IsLastSong()
{
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
return false;
return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
}
@@ -838,7 +828,7 @@ void ScreenGameplay::LoadNextSong()
/* m_soundMusic and m_Background take a very long time to load,
* so cap fDelta at 0 so m_NextSongIn will show up on screen.
* -Chris */
* -Chris */
m_bZeroDeltaOnNextUpdate = true;
}
@@ -1045,7 +1035,6 @@ void ScreenGameplay::Update( float fDeltaTime )
if( AllAreFailing() ) SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
if( AllAreInDanger() ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
// check for individual fail
for ( pn=0; pn<NUM_PLAYERS; pn++ )
{
@@ -1056,7 +1045,6 @@ void ScreenGameplay::Update( float fDeltaTime )
GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
}
}
break;
case SongOptions::LIFE_BATTERY:
if( AllFailedEarlier() )SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
@@ -1103,8 +1091,7 @@ void ScreenGameplay::Update( float fDeltaTime )
default:
ASSERT(0);
}
//
// Check for enemy death in enemy battle
//
@@ -1157,8 +1144,9 @@ void ScreenGameplay::Update( float fDeltaTime )
}
}
}
/* What is this line for? pn is always 2 here which goes into iPossibleDancePoints[0]
GAMESTATE->m_CurStageStats.bFailed[pn] = true;
*/
//
// Check to see if it's time to play a ScreenGameplay comment
@@ -1186,11 +1174,9 @@ void ScreenGameplay::Update( float fDeltaTime )
default:
ASSERT(0);
}
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
}
}
if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
m_soundAssistTick.Play();
}
@@ -1794,6 +1780,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
ShowSavePrompt( SM_GoToStateAfterCleared );
break;
}
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
break;