simplify TapAttack storage:

store attack info in TapNote
  in the SMNoteData string, store the attack params inline (like with keysounds)
play keysounds when hit
  still doesn't play keysounds on a miss
  still doesn't play autoKeysounds
This commit is contained in:
Chris Danford
2004-10-23 23:41:49 +00:00
parent 056b85f83e
commit 3ac1dba044
23 changed files with 395 additions and 499 deletions
+2 -7
View File
@@ -1399,14 +1399,9 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
{
PlayerOptions poChosen = GAMESTATE->m_PlayerOptions[PLAYER_1];
CString sMods = poChosen.GetString();
const int iSongIndex = BeatToNoteRow( GAMESTATE->m_fSongBeat );
const int row = BeatToNoteRow( GAMESTATE->m_fSongBeat );
Attack attack;
attack.level = ATTACK_LEVEL_1; // does this matter?
attack.fSecsRemaining = g_fLastInsertAttackDurationSeconds;
attack.sModifier = sMods;
m_NoteFieldEdit.SetTapAttackNote( g_iLastInsertAttackTrack, iSongIndex, attack );
m_NoteFieldEdit.SetTapAttackNote( g_iLastInsertAttackTrack, row, sMods, g_fLastInsertAttackDurationSeconds );
GAMESTATE->RestoreSelectedOptions(); // restore the edit and playback options
}
break;