Check Lights-type by default.
This commit is contained in:
@@ -1035,22 +1035,23 @@ void ScreenGameplay::LoadNextSong()
|
||||
// -- Miryokuteki
|
||||
// Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
|
||||
|
||||
StepsType lightsSteps = GAMESTATE->GetCurrentStyle()->m_StepsType; //STEPS_TYPE_DANCE_SINGLE;
|
||||
GAMESTATE->m_pCurSong->GetSteps(vSteps,lightsSteps);
|
||||
vSteps = GAMESTATE->m_pCurSong->GetAllSteps( STEPS_TYPE_LIGHTS_CABINET);
|
||||
|
||||
//If there are no light steps do this (to get current style's steps
|
||||
if (vSteps.empty())
|
||||
GAMESTATE->m_pCurSong->GetSteps(vSteps,
|
||||
GAMESTATE->GetCurrentStyle()->m_StepsType);
|
||||
|
||||
//Obtain the default steps (just in case the desired difficulty does not exist)
|
||||
if(!vSteps.empty())
|
||||
vSteps[0]->GetNoteData(&m_CabinetLightsNoteData);
|
||||
|
||||
//Scan through all available steps, to see if any match our desired difficulty
|
||||
for (unsigned i = 0; i < vSteps.size(); ++i)
|
||||
{
|
||||
Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
|
||||
Difficulty DC2 = vSteps[i]->GetDifficulty();
|
||||
if(DC == DC2)
|
||||
vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
|
||||
}
|
||||
if (StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) ==
|
||||
vSteps[i]->GetDifficulty())
|
||||
vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
|
||||
|
||||
|
||||
|
||||
|
||||
//if( pSteps != NULL )
|
||||
// pSteps->GetNoteData( &m_CabinetLightsNoteData );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user