diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index 3a35e2af6c..583c291fde 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -69,8 +69,6 @@ const char* STATS_STRING[NUM_STATS_LINES] = #define PASSED_SOUND_TIME THEME->GetMetricF(m_sName,"PassedSoundTime") #define FAILED_SOUND_TIME THEME->GetMetricF(m_sName,"FailedSoundTime") #define NUM_SEQUENCE_SOUNDS THEME->GetMetricI(m_sName,"NumSequenceSounds") -#define SOUNDSEQ_TIME( i ) THEME->GetMetricF(m_sName,ssprintf("SoundSeqTime%d", i+1)) -#define SOUNDSEQ_NAME( i ) THEME->GetMetric (m_sName,ssprintf("SoundSeqName%d", i+1)) #define MAX_COMBO_NUM_DIGITS THEME->GetMetricI(m_sName,"MaxComboNumDigits") #define PLAYER_OPTIONS_SEPARATOR THEME->GetMetric (m_sName,"PlayerOptionsSeparator") @@ -266,14 +264,6 @@ void ScreenEvaluation::Init() // // load pass/fail sound // - for( int snd=0; snd < NUM_SEQUENCE_SOUNDS; ++snd ) // grab in any sound sequence the user may want to throw onto this screen - { - EvalSoundSequence temp; - temp.fTime = SOUNDSEQ_TIME(snd); - temp.sSound.Load( THEME->GetPathToS(SOUNDSEQ_NAME(snd)) ); - m_SoundSequences.push_back(temp); - } - if( m_bFailed ) m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") ); else @@ -790,10 +780,6 @@ void ScreenEvaluation::Init() this->SortByDrawOrder(); - - m_timerSoundSequences.SetZero(); // zero the sound sequence timer - m_timerSoundSequences.Touch(); // set the timer going :] - this->PostScreenMessage( SM_AddBonus, 1.5f ); } @@ -1176,23 +1162,6 @@ void ScreenEvaluation::TweenOursOffScreen() OFF_COMMAND( m_sprTryExtraStage ); } -void ScreenEvaluation::Update( float fDeltaTime ) -{ - ScreenWithMenuElements::Update( fDeltaTime ); - - for( unsigned snd=0; snd m_SoundSequences[snd].fTime ) - { - m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing - m_SoundSequences[snd].sSound.Play(); - } - } - } -} - void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenEvaluation::Input()" ); diff --git a/stepmania/src/ScreenEvaluation.h b/stepmania/src/ScreenEvaluation.h index bd9c92a6e3..9e55cda1c6 100644 --- a/stepmania/src/ScreenEvaluation.h +++ b/stepmania/src/ScreenEvaluation.h @@ -19,20 +19,12 @@ const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extr enum JudgeLine { marvelous, perfect, great, good, boo, miss, ok, max_combo, error, NUM_JUDGE_LINES }; enum StatsLine { jumps, holds, mines, hands, rolls, NUM_STATS_LINES }; -// sound sequences for the evaluation screen -struct EvalSoundSequence -{ - float fTime; - RageSound sSound; -}; - class ScreenEvaluation : public ScreenWithMenuElements { public: enum Type { stage, summary, course }; ScreenEvaluation( CString sClassName ); virtual void Init(); - virtual void Update( float fDeltaTime ); virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); virtual void HandleScreenMessage( const ScreenMessage SM ); @@ -130,8 +122,6 @@ protected: // sound effects for other gametypes RageSound m_sndPassFail; // sound played if the player passes or fails - RageTimer m_timerSoundSequences; // timer used for triggering sounds. - vector m_SoundSequences; // a sequence of sounds to be played (although they're stored in no particular order!) HighScore m_HighScore[NUM_PLAYERS]; bool m_bSavedScreenshot[NUM_PLAYERS];