diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 07ab675880..2b1f9066fd 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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; pnm_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;