Change Toasty:

- 100% chance of occuring on 250 consecutive Perfects
- Plays max one time per song
This commit is contained in:
Chris Danford
2003-03-16 19:11:51 +00:00
parent 6ccb255719
commit 71d2fadb46
4 changed files with 7 additions and 8 deletions
+2 -2
View File
@@ -95,8 +95,8 @@ void Combo::SetScore( TapNoteScore score, int iNumNotesInThisRow, Inventory* pIn
case TNS_PERFECT:
m_iCurComboOfPerfects += iNumNotesInThisRow;
if( rand() < 0.1f && m_iCurComboOfPerfects>=150 && (m_iCurComboOfPerfects%150)==0 && !GAMESTATE->m_bDemonstrationOrJukebox )
SCREENMAN->SendMessageToTopScreen( SM_BeginToasty, 0 );
if( m_iCurComboOfPerfects==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
SCREENMAN->SendMessageToTopScreen( SM_PlayToasty, 0 );
break;
default:
m_iCurComboOfPerfects = 0;
+3 -5
View File
@@ -85,7 +85,6 @@ const ScreenMessage SM_PlayGo = ScreenMessage(SM_User+1);
// received while STATE_DANCING
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
const ScreenMessage SM_BeginLoadingNextSong = ScreenMessage(SM_User+11);
const ScreenMessage SM_PlayToastySound = ScreenMessage(SM_User+12);
// received while STATE_OUTRO
const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
@@ -1312,11 +1311,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_OniFade.OpenWipingRight( SM_None );
break;
case SM_BeginToasty:
case SM_PlayToasty:
if( PREFSMAN->m_bEasterEggs )
{
m_Toasty.StartTransitioning();
}
if( !m_Toasty.IsTransitioning() && !m_Toasty.IsFinished() ) // don't play if we've already played it once
m_Toasty.StartTransitioning();
break;
case SM_100Combo:
+1 -1
View File
@@ -32,7 +32,7 @@
// messages sent by Combo
const ScreenMessage SM_BeginToasty = ScreenMessage(SM_User+104);
const ScreenMessage SM_PlayToasty = ScreenMessage(SM_User+104);
const ScreenMessage SM_100Combo = ScreenMessage(SM_User+200);
const ScreenMessage SM_200Combo = ScreenMessage(SM_User+201);
+1
View File
@@ -30,6 +30,7 @@ public:
virtual void StartTransitioning( ScreenMessage send_when_done = SM_None );
bool IsTransitioning() { return m_State == transitioning; };
bool IsFinished() { return m_State == finished; };
float GetLengthSeconds();
protected: