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
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@@ -816,7 +816,16 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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NoteData newNoteData;
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pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, newNoteData );
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m_Player[p].Load( p, newNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
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m_Player[p].Load(
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p,
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newNoteData,
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m_pLifeMeter[p],
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m_pCombinedLifeMeter,
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m_pPrimaryScoreDisplay[p],
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m_pSecondaryScoreDisplay[p],
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m_pInventory[p],
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m_pPrimaryScoreKeeper[p],
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m_pSecondaryScoreKeeper[p] );
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// Put course options into effect. Do this after Player::Load so
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