ResetToDefaultPlayerOptions, ResetToDefaultSongOptions

This commit is contained in:
Glenn Maynard
2007-04-06 15:44:39 +00:00
parent 25a82867cc
commit 3f776c5bb5
5 changed files with 17 additions and 3 deletions
+7
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@@ -1259,6 +1259,13 @@ void GameState::GetDefaultSongOptions( SongOptions &so )
so.FromString( CommonMetrics::DEFAULT_MODIFIERS ); so.FromString( CommonMetrics::DEFAULT_MODIFIERS );
} }
void GameState::ResetToDefaultSongOptions( ModsLevel l )
{
SongOptions so;
GetDefaultSongOptions( so );
m_SongOptions.Assign( l, so );
}
void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers ) void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers )
{ {
m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Preferred, sModifiers ); m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Preferred, sModifiers );
+1
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@@ -224,6 +224,7 @@ public:
void GetDefaultPlayerOptions( PlayerOptions &po ); void GetDefaultPlayerOptions( PlayerOptions &po );
void GetDefaultSongOptions( SongOptions &so ); void GetDefaultSongOptions( SongOptions &so );
void ResetToDefaultSongOptions( ModsLevel l );
void ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers ); void ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers );
void ApplyStageModifiers( PlayerNumber pn, RString sModifiers ); void ApplyStageModifiers( PlayerNumber pn, RString sModifiers );
void ResetOptions(); void ResetOptions();
+7
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@@ -89,6 +89,13 @@ void PlayerState::Update( float fDelta )
m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta ); m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );
} }
void PlayerState::ResetToDefaultPlayerOptions( ModsLevel l )
{
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
m_PlayerOptions.Assign( l, po );
}
/* This is called to launch an attack, or to queue an attack if a.fStartSecond /* This is called to launch an attack, or to queue an attack if a.fStartSecond
* is set. This is also called by GameState::Update when activating a queued attack. */ * is set. This is also called by GameState::Update when activating a queued attack. */
void PlayerState::LaunchAttack( const Attack& a ) void PlayerState::LaunchAttack( const Attack& a )
+1
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@@ -25,6 +25,7 @@ public:
MultiPlayer m_mp; MultiPlayer m_mp;
void ResetToDefaultPlayerOptions( ModsLevel l );
ModsGroup<PlayerOptions> m_PlayerOptions; ModsGroup<PlayerOptions> m_PlayerOptions;
// //
+1 -3
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@@ -76,9 +76,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(input.GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) ) if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(input.GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
{ {
// apply the game default mods, but not the Profile saved mods // apply the game default mods, but not the Profile saved mods
PlayerOptions po; GAMESTATE->m_pPlayerState[pn]->ResetToDefaultPlayerOptions( ModsLevel_Preferred );
GAMESTATE->GetDefaultPlayerOptions( po );
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
MESSAGEMAN->Broadcast( ssprintf("CancelAllP%i", pn+1) ); MESSAGEMAN->Broadcast( ssprintf("CancelAllP%i", pn+1) );