Ripped out existing PlayerOptions Lua interface and replaced it wholesale. Removed PrefsManager's DefaultFailType enum. Moved PlayerOptions::FailType enum to GameConstantsAndTypes and made it Lua accessible. Changed ModsLevel enum to include ModsLevel_Current to make accessing that ModsLevel easier to access. Rearranged ModsGroup appropriately. Added non-const Get functions to ModsGroup. Removed PlayerOptions.m_bSetTiltOrSkew because it had no reason to exist. Moved 200.0f to the const CMOD_DEFAULT because it was being used in more than one place.

This commit is contained in:
Kyzentun
2014-05-01 23:23:20 -06:00
parent 7f3d22e92f
commit 421a9be57b
19 changed files with 804 additions and 1055 deletions
+7 -7
View File
@@ -1534,10 +1534,10 @@ void setmax( T &a, const T &b )
a = max(a, b);
}
PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
{
PlayerNumber pn = pPlayerState->m_PlayerNumber;
PlayerOptions::FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType;
FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType;
// If the player changed the fail mode explicitly, leave it alone.
if( m_bChangedFailTypeOnScreenSongOptions )
@@ -1546,7 +1546,7 @@ PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayer
if( IsCourseMode() )
{
if( PREFSMAN->m_bMinimum1FullSongInCourses && GetCourseSongIndex()==0 )
ft = max( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE ); // take the least harsh of the two FailTypes
ft = max( ft, FailType_ImmediateContinue ); // take the least harsh of the two FailTypes
}
else
{
@@ -1560,18 +1560,18 @@ PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayer
// Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE.
if( dc <= Difficulty_Easy )
setmax( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE );
setmax( ft, FailType_ImmediateContinue );
if( dc <= Difficulty_Easy && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
setmax( ft, PlayerOptions::FAIL_OFF );
setmax( ft, FailType_Off );
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely. */
if( dc == Difficulty_Beginner && bFirstStage )
setmax( ft, PlayerOptions::FAIL_OFF );
setmax( ft, FailType_Off );
if( dc == Difficulty_Beginner && PREFSMAN->m_bFailOffInBeginner )
setmax( ft, PlayerOptions::FAIL_OFF );
setmax( ft, FailType_Off );
}
return ft;