phase out StyleI.player

This commit is contained in:
Glenn Maynard
2006-09-13 00:16:23 +00:00
parent 5be4331e71
commit 6a80311172
8 changed files with 17 additions and 31 deletions
+5 -9
View File
@@ -543,8 +543,7 @@ void Player::Update( float fDeltaTime )
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const StyleInput StyleI( pn, col );
bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, pn );
bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( col, pn );
// TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
if( m_pNoteField )
@@ -621,8 +620,7 @@ void Player::Update( float fDeltaTime )
}
else
{
const StyleInput StyleI( pn, iTrack );
bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, pn, m_pPlayerState->m_mp );
bIsHoldingButton = INPUTMAPPER->IsBeingPressed( iTrack, pn, m_pPlayerState->m_mp );
}
int iEndRow = iRow + tn.iDuration;
@@ -1008,8 +1006,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
int iNumTracksHeld = 0;
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const StyleInput StyleI( pn, t );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, pn );
const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
iNumTracksHeld++;
@@ -1489,16 +1486,15 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const StyleInput StyleI( pn, t );
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI, pn, m_pPlayerState->m_mp );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, pn, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( t, -1, now+(-PREFSMAN->m_fPadStickSeconds), true, false );
}
else
{
bool bIsDown = INPUTMAPPER->IsBeingPressed( StyleI, pn, m_pPlayerState->m_mp );
bool bIsDown = INPUTMAPPER->IsBeingPressed( t, pn, m_pPlayerState->m_mp );
if( bIsDown )
Step( t, iNoteRow, now, true, false );
}