broadcast bPastHereWeGo

This commit is contained in:
Glenn Maynard
2005-10-10 02:24:58 +00:00
parent eaf7899a1c
commit b0df6d2d68
10 changed files with 14 additions and 12 deletions
+2 -1
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@@ -73,6 +73,7 @@ GameState::GameState() :
m_pCurSteps( Message_CurrentStepsP1Changed ),
m_pCurCourse( Message_CurrentCourseChanged ),
m_pCurTrail( Message_CurrentTrailP1Changed ),
m_bPastHereWeGo( Message_HereWeGoChanged ),
m_stEdit( Message_EditStepsTypeChanged ),
m_pEditSourceSteps( Message_EditSourceStepsChanged ),
m_stEditSource( Message_EditSourceStepsTypeChanged ),
@@ -582,7 +583,7 @@ void GameState::ResetMusicStatistics()
m_fSongBeat = 0;
m_fCurBPS = 10;
m_bFreeze = false;
m_bPastHereWeGo = false;
m_bPastHereWeGo.Set( false );
Actor::SetBGMTime( 0, 0 );
}
+1 -1
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@@ -160,7 +160,7 @@ public:
float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
bool m_bFreeze; // in the middle of a freeze
RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
bool m_bPastHereWeGo;
BroadcastOnChange<bool> m_bPastHereWeGo;
int m_BeatToNoteSkinRev; /* hack: incremented whenever m_BeatToNoteSkin changes */
void ResetNoteSkins();
+1
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@@ -35,6 +35,7 @@ enum Message
Message_CurrentCourseChanged,
Message_CurrentTrailP1Changed,
Message_CurrentTrailP2Changed,
Message_HereWeGoChanged,
Message_EditStepsTypeChanged,
Message_EditSourceStepsChanged,
Message_EditSourceStepsTypeChanged,
+1 -1
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@@ -66,7 +66,7 @@ void ScreenDemonstration::Init()
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc.
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
m_DancingState = STATE_DANCING;
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
+3 -3
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@@ -602,7 +602,7 @@ void ScreenEdit::Init()
m_fBeatToReturnTo = 0;
GAMESTATE->m_bPastHereWeGo = false;
GAMESTATE->m_bPastHereWeGo.Set( false );
GAMESTATE->m_EditMode = EDIT_MODE.GetValue();
GAMESTATE->m_fSongBeat = 0;
m_fTrailingBeat = GAMESTATE->m_fSongBeat;
@@ -1927,7 +1927,7 @@ void ScreenEdit::TransitionEditState( EditState em )
SOUND->StopMusic();
m_soundMusic.StopPlaying();
m_soundAssistTick.StopPlaying();
GAMESTATE->m_bPastHereWeGo = false;
GAMESTATE->m_bPastHereWeGo.Set( false );
switch( old )
{
@@ -1988,7 +1988,7 @@ void ScreenEdit::TransitionEditState( EditState em )
float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
/* Reset the note skin, in case preferences have changed. */
GAMESTATE->ResetNoteSkins();
+2 -2
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@@ -2315,7 +2315,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
SOUND->PlayOnceFromAnnouncer( "gameplay here we go normal" );
m_Go.StartTransitioning( SM_None );
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
}
else if( SM == SM_NotesEnded ) // received while STATE_DANCING
@@ -2492,7 +2492,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
LoadNextSong();
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
m_NextSong.Reset();
m_NextSong.PlayCommand( "Finish" );
+1 -1
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@@ -24,7 +24,7 @@ void ScreenGameplayLesson::Init()
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
m_DancingState = STATE_DANCING;
+1 -1
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@@ -149,7 +149,7 @@ void ScreenHowToPlay::Init()
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
m_pPlayer = new Player;
+1 -1
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@@ -237,7 +237,7 @@ void ScreenJukebox::Init()
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_bPastHereWeGo.Set( true );
m_DancingState = STATE_DANCING;
}
+1 -1
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@@ -154,7 +154,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
}
GAMESTATE->m_bPastHereWeGo = true; // enable the gray arrows
GAMESTATE->m_bPastHereWeGo.Set( true ); // enable the gray arrows
FOREACH_PlayerNumber( p )
{