save per-difficulty course scores

This commit is contained in:
Chris Danford
2004-02-22 06:04:01 +00:00
parent a381630ac2
commit 69600d9d80
11 changed files with 84 additions and 55 deletions
+3 -2
View File
@@ -398,6 +398,7 @@ void ScreenSelectCourse::AfterCourseChange()
case TYPE_COURSE:
{
Course* pCourse = m_MusicWheel.GetSelectedCourse();
const StepsType &st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
m_textNumSongs.SetText( ssprintf("%d", pCourse->GetEstimatedNumStages()) );
float fTotalSeconds;
@@ -414,7 +415,7 @@ void ScreenSelectCourse::AfterCourseChange()
ASSERT(pCourse);
for( int p=0; p<NUM_PLAYERS; p++ )
{
const StepsType &st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
CourseDifficulty cd = GAMESTATE->m_CourseDifficulty[p];
Profile* pProfile;
if( PROFILEMAN->IsUsingProfile( (PlayerNumber)p ) )
@@ -428,7 +429,7 @@ void ScreenSelectCourse::AfterCourseChange()
* have an opinion on which should be used here for
* each of oni, endless, nonstop --
* should this choice be an option or a metric? */
const HighScoreList& hsl = pProfile->GetCourseHighScoreList( pCourse, st );
const HighScoreList& hsl = pProfile->GetCourseHighScoreList( pCourse, st, cd );
if ( pCourse->IsOni() || pCourse->IsEndless() )
{
/* use survive time */