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@@ -65,7 +65,7 @@ Player::Player()
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}
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void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
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void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
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{
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//LOG->WriteLine( "Player::Load()", );
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this->CopyAll( pNoteData );
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@@ -76,7 +76,7 @@ void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOpti
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m_pLifeMeter = pLM;
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m_pScore = pScore;
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if( !po.m_bAllowFreezeArrows )
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if( !po.m_bHoldNotes )
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this->RemoveHoldNotes();
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this->Turn( po.m_TurnType );
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@@ -84,7 +84,7 @@ void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOpti
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if( po.m_bLittle )
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this->MakeLittle();
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m_NoteField.Load( (NoteData*)this, player_no, po, 1.5f, 5.5f, NoteField::MODE_DANCING );
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m_NoteField.Load( (NoteData*)this, player_no, pStyleDef, po, 1.5f, 5.5f, NoteField::MODE_DANCING );
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for( int t=0; t<pNoteData->m_iNumTracks; t++ )
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{
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@@ -92,8 +92,8 @@ void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOpti
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m_TapNotesOriginal[t][r] = pNoteData->m_TapNotes[t][r];
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}
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m_GrayArrowRow.Load( po );
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m_GhostArrowRow.Load( po );
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m_GrayArrowRow.Load( player_no, pStyleDef, po );
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m_GhostArrowRow.Load( player_no, pStyleDef, po );
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m_frameJudgeAndCombo.SetY( FRAME_JUDGE_AND_COMBO_Y );
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m_Combo.SetY( po.m_bReverseScroll ? -COMBO_Y_OFFSET : COMBO_Y_OFFSET );
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@@ -141,7 +141,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
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const int iCol = hn.m_iTrack;
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const StyleInput StyleI( m_PlayerNumber, hn.m_iTrack );
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const GameInput GameI = GAME->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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const GameInput GameI = GAMEMAN->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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// update the life
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if( fStartBeat < m_fSongBeat && m_fSongBeat < fEndBeat ) // if the song beat is in the range of this hold
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@@ -265,7 +265,7 @@ bool Player::IsThereANoteAtIndex( int iIndex )
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void Player::HandlePlayerStep( float fSongBeat, ColumnNumber col, float fMaxBeatDiff )
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void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
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{
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//LOG->WriteLine( "Player::HandlePlayerStep()" );
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@@ -348,7 +348,7 @@ void Player::HandlePlayerStep( float fSongBeat, ColumnNumber col, float fMaxBeat
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}
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void Player::CheckForCompleteRow( float fSongBeat, ColumnNumber col, float fMaxBeatDiff )
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void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
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{
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//LOG->WriteLine( "Player::CheckForCompleteRow()" );
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@@ -408,7 +408,7 @@ void Player::CheckForCompleteRow( float fSongBeat, ColumnNumber col, float fMaxB
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}
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}
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void Player::OnRowDestroyed( float fSongBeat, ColumnNumber col, float fMaxBeatDiff, int iIndexThatWasSteppedOn )
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void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int iIndexThatWasSteppedOn )
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{
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float fStepBeat = NoteRowToBeat( (float)iIndexThatWasSteppedOn );
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