Player-side Autoplay modifier (allows one player to play normally, while the other is in autoplay mode)

This commit is contained in:
Mike Hawkins
2008-07-08 00:56:24 +00:00
parent d1f939f486
commit 3fc4f1ea94
8 changed files with 44 additions and 14 deletions
+6 -2
View File
@@ -2084,7 +2084,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
GameButtonType gbt = GAMESTATE->m_pCurGame->GetPerButtonInfo(input.GameI.button)->m_gbt;
if( GamePreferences::m_AutoPlay == PC_HUMAN )
if( GamePreferences::m_AutoPlay == PC_HUMAN && GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay == 0 )
{
const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
bool bRelease = input.type == IET_RELEASE;
@@ -2291,7 +2291,11 @@ m_pSoundMusic->StopPlaying();
SetupCourseAttacks();
m_Player.Load( m_NoteDataEdit );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = GamePreferences::m_AutoPlay;
if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
else
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = GamePreferences::m_AutoPlay;
if( g_bEditorShowBGChangesPlay )
{