PlayerNumber is a simple, regular data structure, and is depended on

by lower level things (eg. InputMapper).  However, concepts like
"joined players" and "human players" is a high-level, GAMESTATE
concept, and engine stuff shouldn't depend on that.  Move the
GameState-depending stuff into GameState.  Move
IsAnyPlayerUsingMemoryCard as well (and rename to HumanPlayer),
to fix MemoryCardManager dep.
This commit is contained in:
Glenn Maynard
2006-11-21 01:32:05 +00:00
parent 54de64a524
commit 70d2d0dbc7
6 changed files with 68 additions and 68 deletions
-14
View File
@@ -702,28 +702,14 @@ void MemoryCardManager::UnPauseMountingThread()
RageFileDriverTimeout::SetTimeout( -1 );
}
bool IsAnyPlayerUsingMemoryCard()
{
FOREACH_HumanPlayer( pn )
{
if( MEMCARDMAN->GetCardState(pn) == MemoryCardState_Ready )
return true;
}
return false;
}
// lua start
#include "LuaBinding.h"
class LunaMemoryCardManager: public Luna<MemoryCardManager>
{
public:
static int IsAnyPlayerUsingMemoryCard( T* p, lua_State *L ) { lua_pushboolean(L, ::IsAnyPlayerUsingMemoryCard() ); return 1; }
LunaMemoryCardManager()
{
ADD_METHOD( IsAnyPlayerUsingMemoryCard );
}
};