[ScreenGameplay] Announcers say combo messages again.

This commit is contained in:
AJ Kelly
2011-03-29 12:56:39 -05:00
parent a3e0bbeb47
commit 54415fa8fb
2 changed files with 5 additions and 2 deletions
+4 -2
View File
@@ -2517,9 +2517,11 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
if( !m_Toasty.IsTransitioning() && !m_Toasty.IsFinished() ) // don't play if we've already played it once
m_Toasty.StartTransitioning();
}
else if( SM >= SM_100Combo && SM <= SM_1000Combo )
else if( ScreenMessageHelpers::ScreenMessageToString(SM).find("0Combo") != string::npos )
{
int iCombo = ( SM-(SM_100Combo+1) ) * 100;
int iCombo;
RString sCropped = ScreenMessageHelpers::ScreenMessageToString(SM).substr(3);
sscanf(sCropped.c_str(),"%d%*s",&iCombo);
PlayAnnouncer( ssprintf("gameplay %d combo",iCombo), 2 );
}
else if( SM == SM_ComboStopped )