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
+10 -1
View File
@@ -816,7 +816,16 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData newNoteData;
pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, newNoteData );
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] );
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] );
// Put course options into effect. Do this after Player::Load so