Store unlock data in a more fundamental form in the profile, and derive
the special values as needed. Centralize most of it in GameState::EndGame.
This commit is contained in:
@@ -18,12 +18,12 @@
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#include "ScreenGameplay.h"
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#include "GameState.h"
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#include "Course.h"
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#include "UnlockSystem.h"
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#include "SDL_utils.h"
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#include "SongManager.h"
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#include "NoteDataUtil.h"
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#include "RageLog.h"
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#include "StageStats.h"
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#include "ProfileManager.h"
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ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes_, const vector<AttackArray> &asModifiers, PlayerNumber pn_ ):
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@@ -391,7 +391,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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if( m_iCurToastyCombo==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
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{
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SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
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UNLOCKMAN->UnlockToasty();
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PROFILEMAN->IncrementToastiesCount( m_PlayerNumber );
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}
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break;
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default:
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