Use NoAttacks vs StepAttacks.

This commit is contained in:
Jason Felds
2011-06-26 23:58:24 -04:00
parent ceb79c5bb8
commit 4ab534de75
6 changed files with 45 additions and 27 deletions
+14 -11
View File
@@ -4516,20 +4516,23 @@ void ScreenEdit::SetupCourseAttacks()
FOREACH( Attack, Attacks, attack )
GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
}
else if (GAMESTATE->m_pCurSong &&
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fStepAttack != 0 )
else
{
AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks :
GAMESTATE->m_pCurSong->m_Attacks;
if (attacks.size() > 0)
const PlayerOptions &p = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent();
if (GAMESTATE->m_pCurSong && p.m_fNoAttack != 0 && p.m_fRandAttack != 0 )
{
FOREACH(Attack, attacks, attack)
AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks :
GAMESTATE->m_pCurSong->m_Attacks;
if (attacks.size() > 0)
{
float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack->fStartSecond);
if (fBeat >= GetBeat())
GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
FOREACH(Attack, attacks, attack)
{
float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack->fStartSecond);
if (fBeat >= GetBeat())
GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
}
}
}
}