save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.

This commit is contained in:
Chris Danford
2006-08-05 02:38:05 +00:00
parent 5440a7b613
commit 7ac45c24e4
47 changed files with 389 additions and 363 deletions
+4 -4
View File
@@ -483,7 +483,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
if( bGlow )
fColorScale = 1;
@@ -573,7 +573,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
if( bGlow )
@@ -670,7 +670,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
if( bGlow )
fColorScale = 1;
@@ -869,7 +869,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
float fThrowAway = 0;