SetCurrentStyle()
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@@ -540,7 +540,7 @@ void Player::Update( float fDeltaTime )
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ASSERT( m_pPlayerState );
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// TODO: Remove use of PlayerNumber.
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( col, m_pPlayerState->m_PlayerNumber );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( col, m_pPlayerState->m_PlayerNumber );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI );
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// TODO: Make this work for non-human-controlled players
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@@ -619,7 +619,7 @@ void Player::Update( float fDeltaTime )
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}
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else
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{
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( iTrack, pn );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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}
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@@ -1006,7 +1006,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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int iNumTracksHeld = 0;
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for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
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{
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, pn );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, pn );
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const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
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if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
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iNumTracksHeld++;
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@@ -1486,7 +1486,7 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, pn );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, pn );
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if( PREFSMAN->m_fPadStickSeconds > 0 )
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{
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
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