Changed assert in ScreenHowNotToPlay to an error message to fix crash.

This commit is contained in:
Kyzentun
2014-12-22 07:09:21 -07:00
parent 55fb14cd10
commit a60a20edec
+25 -29
View File
@@ -149,38 +149,34 @@ void ScreenHowToPlay::Init()
const Style* pStyle = GAMESTATE->GetCurrentStyle();
Steps *pSteps = SongUtil::GetClosestNotes( &m_Song, pStyle->m_StepsType, Difficulty_Beginner );
ASSERT_M( pSteps != NULL, ssprintf("No playable steps of StepsType '%s' for ScreenHowToPlay", StringConversion::ToString(pStyle->m_StepsType).c_str()) );
if(pSteps == NULL)
{
LuaHelpers::ReportScriptErrorFmt("No playable steps of StepsType '%s' for ScreenHowToPlay in file %s", StringConversion::ToString(pStyle->m_StepsType).c_str(), sStepsPath.c_str());
}
else
{
m_Song.m_SongTiming.TidyUpData( false );
pSteps->m_Timing.TidyUpData( true );
NoteData tempNoteData;
pSteps->GetNoteData( tempNoteData );
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
m_Song.m_SongTiming.TidyUpData( false );
pSteps->m_Timing.TidyUpData( true );
NoteData tempNoteData;
pSteps->GetNoteData( tempNoteData );
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_pCurSteps[PLAYER_1].Set(pSteps);
GAMESTATE->m_bGameplayLeadIn.Set( false );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_pCurSteps[PLAYER_1].Set(pSteps);
GAMESTATE->m_bGameplayLeadIn.Set( false );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
m_Player->Init("Player", GAMESTATE->m_pPlayerState[PLAYER_1],
NULL, m_pLifeMeterBar, NULL, NULL, NULL, NULL, NULL, NULL);
m_Player.Load( m_NoteData );
m_Player->SetName( "Player" );
this->AddChild( m_Player );
ActorUtil::LoadAllCommandsAndSetXY( m_Player, m_sName );
m_Player->Init(
"Player",
GAMESTATE->m_pPlayerState[PLAYER_1],
NULL,
m_pLifeMeterBar,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL );
m_Player.Load( m_NoteData );
m_Player->SetName( "Player" );
this->AddChild( m_Player );
ActorUtil::LoadAllCommandsAndSetXY( m_Player, m_sName );
// Don't show judgment
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
GAMESTATE->m_bDemonstrationOrJukebox = true;
// Don't show judgment
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
GAMESTATE->m_bDemonstrationOrJukebox = true;
}
}
// deferred until after the player, so the notes go under it