From 5d32a22a0c82237626d9cd2313c4cfb276501a4e Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Fri, 24 Jun 2011 17:29:34 -0400 Subject: [PATCH] Attacks work on editor gameplay. --- src/ScreenEdit.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/src/ScreenEdit.cpp b/src/ScreenEdit.cpp index 1332286da9..4bc7f5831e 100644 --- a/src/ScreenEdit.cpp +++ b/src/ScreenEdit.cpp @@ -4278,6 +4278,22 @@ 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 ) + { + AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ? + GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks : + GAMESTATE->m_pCurSong->m_Attacks; + + if (attacks.size() > 0) + { + FOREACH(Attack, attacks, attack) + { + GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack ); + } + } + } + GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks(); }