Check Lights-type by default.

This commit is contained in:
Charles Lohr
2004-07-16 15:55:33 +00:00
parent 2df7c8bfff
commit 43c687b611
+12 -11
View File
@@ -1035,21 +1035,22 @@ void ScreenGameplay::LoadNextSong()
// -- Miryokuteki // -- Miryokuteki
// Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) ); // Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
StepsType lightsSteps = GAMESTATE->GetCurrentStyle()->m_StepsType; //STEPS_TYPE_DANCE_SINGLE; vSteps = GAMESTATE->m_pCurSong->GetAllSteps( STEPS_TYPE_LIGHTS_CABINET);
GAMESTATE->m_pCurSong->GetSteps(vSteps,lightsSteps);
//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()) if(!vSteps.empty())
vSteps[0]->GetNoteData(&m_CabinetLightsNoteData); 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) for (unsigned i = 0; i < vSteps.size(); ++i)
{ if (StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) ==
Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty); vSteps[i]->GetDifficulty())
Difficulty DC2 = vSteps[i]->GetDifficulty(); vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
if(DC == DC2)
vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
}
//if( pSteps != NULL ) //if( pSteps != NULL )
// pSteps->GetNoteData( &m_CabinetLightsNoteData ); // pSteps->GetNoteData( &m_CabinetLightsNoteData );