From b3fe21f9d1af73cb4e63a9913a1c850f2426f752 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Sun, 8 May 2005 04:10:16 +0000 Subject: [PATCH] send column-specific crossed messages --- stepmania/src/ScreenGameplay.cpp | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index d349204d26..e59de89b2a 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -49,6 +49,8 @@ #include "LuaManager.h" #include "MemoryCardManager.h" #include "CommonMetrics.h" +#include "InputMapper.h" +#include "Game.h" // // Defines @@ -1784,9 +1786,20 @@ void ScreenGameplay::SendCrossedMessages() FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iRowNow+1 ) { - if( nd.IsThereATapOrHoldHeadAtRow(r) ) + int iFirstTrackWithTapOrHold = nd.GetFirstTrackWithTapOrHoldHead(r); + if( iFirstTrackWithTapOrHold != -1 ) { MESSAGEMAN->Broadcast( (Message)(MESSAGE_NOTE_CROSSED + i) ); + + // Send col-specific crossed + if( i == 0 ) + { + StyleInput si( pn, iFirstTrackWithTapOrHold ); + const Game* pGame = GAMESTATE->GetCurrentGame(); + CString sButton = pGame->ColToButtonName( iFirstTrackWithTapOrHold ); + CString sMessageName = "NoteCrossed" + sButton; + MESSAGEMAN->Broadcast( sMessageName ); + } break; } }