handle lights via autogen as originally suggested
This commit is contained in:
Glenn Maynard
2004-05-20 19:05:37 +00:00
parent 142ed1e240
commit 854da28681
8 changed files with 53 additions and 52 deletions
+3 -18
View File
@@ -1040,28 +1040,13 @@ void ScreenGameplay::LoadNextSong()
// Load cabinet lights data
//
{
int i;
m_CabinetLightsNoteData.Init();
ASSERT( GAMESTATE->m_pCurSong );
vector<Steps*> vSteps;
StepsType lightsSteps = STEPS_TYPE_LIGHTS_CABINET;
lightsSteps = GAMEMAN->StringToNotesType(PREFSMAN->m_sLightsStepsType);
GAMESTATE->m_pCurSong->GetSteps( vSteps, lightsSteps );
Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
if( pSteps != NULL )
pSteps->GetNoteData( &m_CabinetLightsNoteData );
if( !vSteps.empty() )
vSteps[0]->GetNoteData( &m_CabinetLightsNoteData );
for (i=0;i<vSteps.size();i++)
{
Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
Difficulty DC2 = vSteps[i]->GetDifficulty();
if (DC == DC2)
vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
}
// Convert to 4s so that we can check if we're inside a hold with just
// GetTapNote().
m_CabinetLightsNoteData.ConvertHoldNotesTo4s();