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:
Glenn Maynard
2004-02-22 08:16:49 +00:00
parent 066826e421
commit 802e1a6758
10 changed files with 228 additions and 207 deletions
+2 -2
View File
@@ -18,12 +18,12 @@
#include "ScreenGameplay.h"
#include "GameState.h"
#include "Course.h"
#include "UnlockSystem.h"
#include "SDL_utils.h"
#include "SongManager.h"
#include "NoteDataUtil.h"
#include "RageLog.h"
#include "StageStats.h"
#include "ProfileManager.h"
ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes_, const vector<AttackArray> &asModifiers, PlayerNumber pn_ ):
@@ -391,7 +391,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
if( m_iCurToastyCombo==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
{
SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
UNLOCKMAN->UnlockToasty();
PROFILEMAN->IncrementToastiesCount( m_PlayerNumber );
}
break;
default: