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
+2 -2
View File
@@ -151,7 +151,7 @@ void StageStats::CommitScores( bool bSummary )
}
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
if( !GAMESTATE->m_SongOptions.GetCurrent().m_bSaveScore )
return;
LOG->Trace( "saving stats and high scores" );
@@ -172,7 +172,7 @@ void StageStats::CommitScores( bool bSummary )
hs.SetScore( m_player[p].iScore );
hs.SetPercentDP( m_player[p].GetPercentDancePoints() );
hs.SetSurviveSeconds( m_player[p].fAliveSeconds );
hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetStage().GetString() );
hs.SetDateTime( DateTime::GetNowDateTime() );
hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : RString("") );
hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );