I wonder how the branches will look this time.

This commit is contained in:
Jason Felds
2011-02-13 18:13:06 -05:00
4 changed files with 9 additions and 4 deletions
+1 -1
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@@ -1755,7 +1755,7 @@ PercentP1Y=SCREEN_TOP+320
PercentP1OnCommand=visible,false
PercentP1OffCommand=
#
PercentP2X=SCREEN_CENTER_X-160
PercentP2X=SCREEN_CENTER_X+160
PercentP2Y=SCREEN_TOP+320
PercentP2OnCommand=visible,false
PercentP2OffCommand=
+1
View File
@@ -23,6 +23,7 @@ class NoteField;
class PlayerStageStats;
class JudgedRows;
// todo: replace these with a Message and MESSAGEMAN? -aj
AutoScreenMessage( SM_100Combo );
AutoScreenMessage( SM_200Combo );
AutoScreenMessage( SM_300Combo );
+2 -2
View File
@@ -1856,7 +1856,7 @@ void ScreenGameplay::Update( float fDeltaTime )
case PLAY_MODE_RAVE:
if( GAMESTATE->OneIsHot() )
PlayAnnouncer( "gameplay comment hot", SECONDS_BETWEEN_COMMENTS );
else if( GAMESTATE->AllAreInDangerOrWorse() )
else if( GAMESTATE->AllAreInDangerOrWorse() )
PlayAnnouncer( "gameplay comment danger", SECONDS_BETWEEN_COMMENTS );
else
PlayAnnouncer( "gameplay comment good", SECONDS_BETWEEN_COMMENTS );
@@ -2578,7 +2578,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
else if( SM >= SM_100Combo && SM <= SM_1000Combo )
{
int iCombo = (SM-SM_100Combo+1) * 100;
int iCombo = ( SM-(SM_100Combo+1) ) * 100;
PlayAnnouncer( ssprintf("gameplay %d combo",iCombo), 2 );
}
else if( SM == SM_ComboStopped )
+5 -1
View File
@@ -4,6 +4,7 @@
#include "GameState.h"
#include "Steps.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
#include "NotesLoaderSSC.h"
#include "GameSoundManager.h"
#include "Model.h"
@@ -132,7 +133,10 @@ void ScreenHowToPlay::Init()
ActorUtil::LoadAllCommandsAndSetXY( m_pLifeMeterBar, m_sName );
m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
SSCLoader::LoadFromSSCFile( THEME->GetPathO(m_sName, "steps"), m_Song, false );
// Allow themers to use .ssc and .sm files. -aj
bool bLoadedSSCFile = SSCLoader::LoadFromSSCFile( THEME->GetPathO(m_sName, "steps"), m_Song, false );
if( !bLoadedSSCFile )
SMLoader::LoadFromSMFile( THEME->GetPathO(m_sName, "steps"), m_Song, false );
m_Song.AddAutoGenNotes();
const Style* pStyle = GAMESTATE->GetCurrentStyle();