fix dance magic mode not working in 1P mode

added default modifiers when no characters are being used
This commit is contained in:
Andrew Wong
2003-08-31 02:26:07 +00:00
parent a3bfb47be2
commit 97b9061f6f
2 changed files with 15 additions and 1 deletions
+5
View File
@@ -71,6 +71,11 @@ Background::Background()
if( GAMESTATE->IsPlayerEnabled(p) )
{
bOneOrMoreChars = true;
// if playing dance magic mode vs. the CPU, skip next condition
if (GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
continue;
//Disable dancing characters if BH will be showing.
if( (PREFSMAN->m_bShowBeginnerHelper) || (GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER ) )
bShowingBeginnerHelper = true;
+10 -1
View File
@@ -80,7 +80,16 @@ void ScoreKeeperRave::Update( float fDelta )
void ScoreKeeperRave::LaunchAttack( AttackLevel al )
{
CString* asAttacks = GAMESTATE->m_pCurCharacters[m_PlayerNumber]->m_sAttacks[al]; // [NUM_ATTACKS_PER_LEVEL]
CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
CString sAttackToGive;
if (GAMESTATE->m_pCurCharacters[m_PlayerNumber] != NULL)
sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
else
{
CString DefaultAttacks[8] = { "1.5x", "2.0x", "0.5x", "reverse", "sudden", "boost", "brake", "wave" };
sAttackToGive = DefaultAttacks[ rand()%8 ];
}
PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
GameState::Attack a;