some cleanup
This commit is contained in:
+28
-32
@@ -1409,7 +1409,7 @@ void ScreenGameplay::PauseGame( bool bPause, GameController gc )
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return;
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}
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/* Don't pause if we're already tweening out. */
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// Don't pause if we're already tweening out.
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if( bPause && m_DancingState == STATE_OUTRO )
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return;
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@@ -1939,7 +1939,7 @@ float ScreenGameplay::GetHasteRate()
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if( GAMESTATE->m_fAccumulatedHasteSeconds <= 1 )
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{
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/* Only allow slowing down the song while the players have accumulated
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* haste. This prevents dragging on the song by keeping the life meter
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* haste. This prevents dragging on the song by keeping the life meter
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* nearly empty. */
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float fClamped = max( 1.0f, fSpeed );
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fSpeed = lerp( GAMESTATE->m_fAccumulatedHasteSeconds, fClamped, fSpeed );
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@@ -2125,7 +2125,7 @@ void ScreenGameplay::BeginBackingOutFromGameplay()
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AbortGiveUp( false );
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m_pSoundMusic->StopPlaying();
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m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */
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m_GameplayAssist.StopPlaying(); // Stop any queued assist ticks.
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this->ClearMessageQueue();
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@@ -2179,9 +2179,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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GAMESTATE->IsHumanPlayer(input.pn) &&
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!m_Cancel.IsTransitioning() )
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{
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/*
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* Allow bailing out by holding any START button. This gives a way to
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* "give up" when a back button isn't available.
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/* Allow bailing out by holding any START button.
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* This gives a way to "give up" when a back button isn't available.
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* If this is also a style button, don't do this; pump center is start.
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*/
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bool bHoldingGiveUp = false;
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@@ -2193,7 +2192,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( bHoldingGiveUp )
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{
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/* No PREFSMAN->m_bDelayedEscape; always delayed. */
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// No PREFSMAN->m_bDelayedEscape; always delayed.
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if( input.type==IET_RELEASE )
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{
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AbortGiveUp( true );
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@@ -2206,7 +2205,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.BeginTweening( 1/8.f );
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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m_GiveUpTimer.Touch(); /* start the timer */
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m_GiveUpTimer.Touch(); // start the timer
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}
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return;
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@@ -2324,8 +2323,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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}
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/*
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* Saving StageStats that are affected by the note pattern is a little tricky:
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/* Saving StageStats that are affected by the note pattern is a little tricky:
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*
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* Stats are cumulative for course play.
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*
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@@ -2335,14 +2333,13 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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* The pattern changes during play in battle and course mode. We want to include
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* these changes, so run stats for a song after the song finishes.
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*
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* If we fail, be sure to include the current song in stats, with the current modifier set.
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*
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* So:
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*
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* 1. At the end of a song in any mode, pass or fail, add stats for that song (from m_pPlayer).
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* 2. At the end of gameplay in course mode, add stats for any songs that weren't played,
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* applying the modifiers the song would have been played with. This doesn't
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* include songs that were played but failed; that was done in #1.
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* If we fail, be sure to include the current song in stats,
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* with the current modifier set. So:
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* 1. At the end of a song in any mode, pass or fail, add stats for that song
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* (from m_pPlayer).
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* 2. At the end of gameplay in course mode, add stats for any songs that weren't
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* played, applying the modifiers the song would have been played with.
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* This doesn't include songs that were played but failed; that was done in #1.
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*/
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void ScreenGameplay::SaveStats()
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{
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@@ -2380,7 +2377,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS )
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{
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LOG->Trace("Stage finished at index %i/%i", GAMESTATE->GetCourseSongIndex(), (int) m_apSongsQueue.size() );
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/* +1 to skip the current song; that song has already passed. */
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// +1 to skip the current song; that song has already passed.
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for( unsigned i = GAMESTATE->GetCourseSongIndex()+1; i < m_apSongsQueue.size(); ++i )
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{
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LOG->Trace("Running stats for %i", i );
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@@ -2397,7 +2394,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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return;
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}
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/* If all players failed, kill. */
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// If all players failed, kill.
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if( STATSMAN->m_CurStageStats.AllFailed() )
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{
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FOREACH_HumanPlayer( p )
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@@ -2436,11 +2433,11 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_Go.StartTransitioning( SM_None );
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
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m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
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}
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else if( SM == SM_NotesEnded ) // received while STATE_DANCING
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{
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AbortGiveUp( false ); // don't allow giveup while the next song is loading
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AbortGiveUp( false ); // don't allow giveup while the next song is loading
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/* Do this in LoadNextSong, so we don't tween off old attacks until
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* m_NextSong finishes. */
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@@ -2448,7 +2445,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* Mark failure. */
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// Mark failure.
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
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(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
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pi->GetPlayerStageStats()->m_bFailed = true;
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@@ -2476,7 +2473,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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else
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{
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/* Load the next song in the course. */
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// Load the next song in the course.
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HandleScreenMessage( SM_StartLoadingNextSong );
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return;
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}
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@@ -2491,7 +2488,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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// XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ).
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if( pi->GetPlayerStageStats()->m_bFailed )
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pDancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim
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else if( pi->m_pLifeMeter && pi->GetPlayerState()->m_HealthState == HealthState_Hot )
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@@ -2501,7 +2498,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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/* End round. */
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// End round.
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if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
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return; // ignore
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m_DancingState = STATE_OUTRO;
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@@ -2536,8 +2533,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_StartLoadingNextSong )
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{
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/* Next song. */
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// Next song.
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// give a little life back between stages
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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@@ -2628,19 +2624,19 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_GainFocus )
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{
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/* We do this ourself. */
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// We do this ourself.
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SOUND->HandleSongTimer( false );
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}
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else if( SM == SM_LoseFocus )
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{
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/* We might have turned the song timer off. Be sure to turn it back on. */
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// We might have turned the song timer off. Be sure to turn it back on.
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SOUND->HandleSongTimer( true );
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}
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else if( SM == SM_BeginFailed )
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{
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m_DancingState = STATE_OUTRO;
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AbortGiveUp( false );
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m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */
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m_GameplayAssist.StopPlaying(); // Stop any queued assist ticks.
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TweenOffScreen();
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m_Failed.StartTransitioning( SM_DoNextScreen );
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@@ -2668,7 +2664,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_Pause )
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{
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/* Ignore SM_Pause when in demonstration. */
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// Ignore SM_Pause when in demonstration.
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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return;
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