save per-difficulty course scores
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@@ -398,6 +398,7 @@ void ScreenSelectCourse::AfterCourseChange()
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case TYPE_COURSE:
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{
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Course* pCourse = m_MusicWheel.GetSelectedCourse();
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const StepsType &st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
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float fTotalSeconds;
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@@ -414,7 +415,7 @@ void ScreenSelectCourse::AfterCourseChange()
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ASSERT(pCourse);
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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const StepsType &st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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CourseDifficulty cd = GAMESTATE->m_CourseDifficulty[p];
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Profile* pProfile;
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if( PROFILEMAN->IsUsingProfile( (PlayerNumber)p ) )
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@@ -428,7 +429,7 @@ void ScreenSelectCourse::AfterCourseChange()
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* have an opinion on which should be used here for
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* each of oni, endless, nonstop --
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* should this choice be an option or a metric? */
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const HighScoreList& hsl = pProfile->GetCourseHighScoreList( pCourse, st );
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const HighScoreList& hsl = pProfile->GetCourseHighScoreList( pCourse, st, cd );
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if ( pCourse->IsOni() || pCourse->IsEndless() )
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{
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/* use survive time */
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