fix courses stopping after one song

let the screen fade back in before starting the new song
This commit is contained in:
Glenn Maynard
2003-02-05 20:50:12 +00:00
parent 1b5478b736
commit b376a8ae51
+11 -2
View File
@@ -504,7 +504,14 @@ bool ScreenGameplay::IsLastSong()
CStringArray asModifiers;
pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers, true );
return unsigned(GAMESTATE->m_CurStageStats.iSongsPassed) >= apSongs.size(); // there are no more songs left
/* XXX: Should we really be using iSongsPassed to figure out what song we're
* on? Wouldn't m_iCurrentStageIndex be better for that? -glenn */
int iPlaySongIndex = 0;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
iPlaySongIndex = max( iPlaySongIndex, GAMESTATE->m_CurStageStats.iSongsPassed[p] );
return unsigned(iPlaySongIndex) >= apSongs.size(); // there are no more songs left
}
break;
default:
@@ -1265,7 +1272,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
case SM_BeginLoadingNextSong:
LoadNextSong();
StartPlayingSong( 0, 0 );
/* We're fading in, so don't hit any notes for a few seconds; they'll be
* obscured by the fade. */
StartPlayingSong( 3, 0 );
m_OniFade.OpenWipingRight( SM_None );
break;