name cleanup: StyleDef -> Style
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@@ -34,9 +34,9 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
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/* We might have been given lots of songs; don't keep them in memory uncompressed. */
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pSteps->Compress();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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NoteData playerNoteData;
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pStyleDef->GetTransformedNoteDataForStyle( pn_, ¬edata, &playerNoteData );
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pStyle->GetTransformedNoteDataForStyle( pn_, ¬edata, &playerNoteData );
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/* Apply transforms to find out how the notes will really look.
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*
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@@ -46,7 +46,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
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* the last call to StoreSelectedOptions and the modifiers list, but that'd
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* mean moving the queues in ScreenGameplay to GameState ... */
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NoteData playerNoteDataPostModifiers(playerNoteData);
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NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, GAMESTATE->m_PlayerOptions[pn_], GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, GAMESTATE->m_PlayerOptions[pn_], GAMESTATE->GetCurrentStyle()->m_StepsType );
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for( unsigned j=0; j < asModifiers[i].size(); j++ )
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{
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@@ -57,7 +57,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
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float fStartBeat, fEndBeat;
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mod.GetAttackBeats( pSong, m_PlayerNumber, fStartBeat, fEndBeat );
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NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, po, GAMESTATE->GetCurrentStyleDef()->m_StepsType, fStartBeat, fEndBeat );
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NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, po, GAMESTATE->GetCurrentStyle()->m_StepsType, fStartBeat, fEndBeat );
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}
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RadarValues radarValuesPostModifiers;
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