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
@@ -40,11 +40,11 @@ ScreenEnding::ScreenEnding() : ScreenAttract( false/*dont reset GAMESTATE*/ )
GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrollSpeed = 2;
GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrollSpeed = 2;
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
GAMESTATE->m_iCurrentStageIndex = 0;
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.ChooseRandomModifiers();
GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.ChooseRandomModifiers();
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
for( float f = 0; f < 100.0f; f += 1.0f )
{