Handle course modifiers like attacks.

This commit is contained in:
Glenn Maynard
2003-10-24 09:39:00 +00:00
parent a0772417d4
commit 9066982878
+20 -2
View File
@@ -674,8 +674,11 @@ void ScreenGameplay::LoadNextSong()
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
// Restore the player's originally selected options.
GAMESTATE->RemoveAllActiveAttacks();
GAMESTATE->RestoreSelectedOptions();
GAMESTATE->ResetNoteSkins();
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
for( p=0; p<NUM_PLAYERS; p++ )
@@ -683,10 +686,23 @@ void ScreenGameplay::LoadNextSong()
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
GAMESTATE->m_fLastDrawnBeat[p] = -100;
GAMESTATE->m_pCurNotes[p] = m_apNotesQueue[p][iPlaySongIndex];
// Put courses options into effect.
GAMESTATE->ApplyModifiers( (PlayerNumber)p, m_asModifiersQueue[p][iPlaySongIndex] );
{
GameState::Attack a;
a.fSecsRemaining = 10000; /* whole song */
a.level = ATTACK_LEVEL_1;
a.sModifier=m_asModifiersQueue[p][iPlaySongIndex];
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
}
/* Queue course attacks. */
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
@@ -1565,7 +1581,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
}
GAMESTATE->RemoveAllActiveAttacks();
/* Do this in LoadNextSong, so we don't tween off old attacks until
* m_NextSongOut finishes. */
// GAMESTATE->RemoveAllActiveAttacks();
for( p=0; p<NUM_PLAYERS; p++ )
{