Fix LifeMeterPills not being full on non-normal drain
Propegate PlayerOptions down to LifeMeterPills in a way more consistant with the rest of the project-- using extra variables and copy constructors, but gaining a SetPlayerOptions() method. Undo silly title screen debug change.
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@@ -28,9 +28,7 @@ const float SCORE_Y = SCREEN_HEIGHT - 40;
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const float HOLD_ARROW_NG_TIME = 0.27f;
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Player::Player() :
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m_PlayerOptions(),
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m_LifeMeter(m_PlayerOptions)
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Player::Player()
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{
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m_fSongBeat = 0;
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@@ -104,7 +102,8 @@ void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Patte
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m_GrayArrows.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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m_GhostArrows.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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// Load options into Life Meter
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m_LifeMeter.SetPlayerOptions(po);
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}
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void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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@@ -22,7 +22,6 @@
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#include "GhostArrow.h"
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#include "GhostArrowBright.h"
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#include "HoldGhostArrow.h"
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#include "Player.h"
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#include "ActorFrame.h"
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#include "RandomSample.h"
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#include "ScoreDisplayRollingWithFrame.h"
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+11078
-3891
File diff suppressed because it is too large
Load Diff
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