Added functionality to gameplay cabinet lighting code.

This commit is contained in:
Charles Lohr
2004-05-20 07:44:57 +00:00
parent 1de96421e3
commit 9bf8ca2362
4 changed files with 46 additions and 4 deletions
+16 -1
View File
@@ -1040,12 +1040,27 @@ void ScreenGameplay::LoadNextSong()
// Load cabinet lights data
//
{
int i;
m_CabinetLightsNoteData.Init();
ASSERT( GAMESTATE->m_pCurSong );
vector<Steps*> vSteps;
GAMESTATE->m_pCurSong->GetSteps( vSteps, STEPS_TYPE_LIGHTS_CABINET );
StepsType lightsSteps = STEPS_TYPE_LIGHTS_CABINET;
lightsSteps = GAMEMAN->StringToNotesType(PREFSMAN->m_sLightsStepsType);
GAMESTATE->m_pCurSong->GetSteps( vSteps, lightsSteps );
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().