Fixed: 'Key Press Bars' displaying if player pressed a key on Demo / Jukebox Screen

Fixed: In-game Max Combo counter
This commit is contained in:
Andrew Livy
2003-11-03 00:16:18 +00:00
parent 9d3885abdb
commit 767f10211c
2 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -216,7 +216,7 @@ void PlayerMinus::Update( float fDeltaTime )
const StyleInput StyleI( m_PlayerNumber, bar );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
if(bIsHoldingButton)
if(bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox)
m_pNoteField->UpdateBars(bar);
}
+2 -2
View File
@@ -423,7 +423,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") );
m_MaxCombo.SetName( "MaxCombo" );
SET_XY( m_MaxCombo );
m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iCurCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
this->AddChild( &m_MaxCombo );
for( p=0; p<NUM_PLAYERS; p++ )
@@ -1052,7 +1052,7 @@ void ScreenGameplay::Update( float fDeltaTime )
return;
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iCurCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );