"m_pCurNotes" -> "m_pCurSteps"

This commit is contained in:
Chris Danford
2004-05-24 06:12:17 +00:00
parent ba93ee8469
commit b05d25ab24
23 changed files with 80 additions and 80 deletions
+12 -12
View File
@@ -151,7 +151,7 @@ void ScreenGameplay::Init()
// fill in difficulty of CPU players with that of the first human player
FOREACH_PotentialCpuPlayer(p)
GAMESTATE->m_pCurNotes[p] = GAMESTATE->m_pCurNotes[ GAMESTATE->GetFirstHumanPlayer() ];
GAMESTATE->m_pCurSteps[p] = GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ];
switch( GAMESTATE->m_PlayMode )
{
@@ -227,7 +227,7 @@ void ScreenGameplay::Init()
m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
FOREACH_PlayerNumber(p)
{
m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurNotes[p] );
m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurSteps[p] );
m_asModifiersQueue[p].push_back( AttackArray() );
}
}
@@ -795,7 +795,7 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
GAMESTATE->m_fLastDrawnBeat[p] = -100;
GAMESTATE->m_pCurNotes[p] = m_vpStepsQueue[p][iSongIndex];
GAMESTATE->m_pCurSteps[p] = m_vpStepsQueue[p][iSongIndex];
// Put course options into effect.
GAMESTATE->m_ModsToApply[p].clear();
@@ -817,7 +817,7 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
GAMESTATE->m_CurrentPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
NoteData pOriginalNoteData;
GAMESTATE->m_pCurNotes[p]->GetNoteData( &pOriginalNoteData );
GAMESTATE->m_pCurSteps[p]->GetNoteData( &pOriginalNoteData );
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
NoteData pNewNoteData;
@@ -878,10 +878,10 @@ void ScreenGameplay::LoadNextSong()
SetupSong( p, iPlaySongIndex );
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurNotes[p];
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
ASSERT( GAMESTATE->m_pCurNotes[p] );
m_textStepsDescription[p].SetText( GAMESTATE->m_pCurNotes[p]->GetDescription() );
ASSERT( GAMESTATE->m_pCurSteps[p] );
m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );
/* Increment the play count even if the player fails. (It's still popular,
* even if the people playing it aren't good at it.) */
@@ -912,13 +912,13 @@ void ScreenGameplay::LoadNextSong()
PREFSMAN->m_iProgressiveNonstopLifebar);
}
m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurSteps[p] );
/* The actual note data for scoring is the base class of Player. This includes
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurSteps[p], &m_Player[p] );
if( m_pSecondaryScoreKeeper[p] )
m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurSteps[p], &m_Player[p] );
if( m_bDemonstration )
{
@@ -928,7 +928,7 @@ void ScreenGameplay::LoadNextSong()
else if( GAMESTATE->IsCpuPlayer(p) )
{
GAMESTATE->m_PlayerController[p] = PC_CPU;
int iMeter = GAMESTATE->m_pCurNotes[p]->GetMeter();
int iMeter = GAMESTATE->m_pCurSteps[p]->GetMeter();
int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
/* Watch out: songs aren't actually bound by MAX_METER. */
iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
@@ -1005,7 +1005,7 @@ void ScreenGameplay::LoadNextSong()
{
FOREACH_HumanPlayer( p )
{
if( GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
if( GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
m_BeginnerHelper.AddPlayer( p, &m_Player[p] );
}
}