hack in SGameplay to allow simplifications elsewhere

only cache the current note skin
This commit is contained in:
Glenn Maynard
2006-01-12 19:24:13 +00:00
parent c682db354e
commit 9fc5844357
2 changed files with 23 additions and 6 deletions
+21
View File
@@ -981,6 +981,27 @@ void ScreenGameplay::SetupSong( int iSongIndex )
NoteData ndTransformed;
pStyle->GetTransformedNoteDataForStyle( pi->GetStepsAndTrailIndex(), originalNoteData, ndTransformed );
// HACK: Apply NoteSkins from global course options. Do this before Player::Load,
// since it needs to know which note skin to load.
pi->GetPlayerState()->m_ModsToApply.clear();
for( unsigned i=0; i<pi->m_asModifiersQueue[iSongIndex].size(); ++i )
{
Attack a = pi->m_asModifiersQueue[iSongIndex][i];
if( a.fStartSecond != 0 )
continue;
a.fStartSecond = -1; // now
PlayerOptions po;
po.FromString( a.sModifiers );
if( po.m_sNoteSkin.empty() )
continue;
a.sModifiers = po.m_sNoteSkin;
GAMESTATE->LaunchAttack( pi->GetPlayerStateAndStageStatsIndex(), a );
GAMESTATE->m_SongOptions.FromString( a.sModifiers );
}
// load player
{
NoteData nd = ndTransformed;