Changed Steps picking logic in ScreenGameplaySyncMachine; now playable Steps are chosen, instead of whatever NoteData happens to be first.

Also added pump-single data to ScreenGameplaySyncMachine music.sm.
This commit is contained in:
AJ Kelly
2010-12-26 17:01:06 -06:00
parent 355cdef4ad
commit b8b20ec80b
4 changed files with 162 additions and 2 deletions
+3
View File
@@ -19,6 +19,9 @@ sm-ssc v1.2 | 201012xx
* [ScreenNetSelectMusic] StepsDisplay changed to load from StepsDisplayNet. [freem]
* [RoomWheelItem] Added OverPart (just like in MusicWheelItem). [freem]
* [SongManager] Added GetSongRank(Song) Lua binding. [freem]
* Changed Steps picking logic in ScreenGameplaySyncMachine; now playable Steps
are chosen, instead of whatever NoteData happens to be first.
Also added pump-single data to ScreenGameplaySyncMachine music.sm. [freem]
20101225
--------
@@ -96,3 +96,80 @@
1000
0001
;
//---------------dance-single - blank----------------
#NOTES:
pump-single:
blank:
Beginner:
1:
0.302,0.205,0.000,0.000,0.000:
// measure 1
00000
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, // measure 2
10000
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, // measure 3
10000
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, // measure 4
10000
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, // measure 5
10000
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, // measure 6
10000
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, // measure 7
10000
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, // measure 8
10000
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;
@@ -96,3 +96,80 @@
1000
0001
;
//---------------dance-single - blank----------------
#NOTES:
pump-single:
blank:
Beginner:
1:
0.302,0.205,0.000,0.000,0.000:
// measure 1
00000
00000
00000
00000
, // measure 2
10000
00001
10000
00001
10000
00001
10000
00001
, // measure 3
10000
00001
10000
00001
10000
00001
10000
00001
, // measure 4
10000
00001
10000
00001
10000
00001
10000
00001
, // measure 5
10000
00001
10000
00001
10000
00001
10000
00001
, // measure 6
10000
00001
10000
00001
10000
00001
10000
00001
, // measure 7
10000
00001
10000
00001
10000
00001
10000
00001
, // measure 8
10000
00001
10000
00001
10000
00001
10000
00001
;
+5 -2
View File
@@ -24,8 +24,11 @@ void ScreenGameplaySyncMachine::Init()
m_Song.TidyUpData();
GAMESTATE->m_pCurSong.Set( &m_Song );
Steps *pSteps = SongUtil::GetOneSteps( &m_Song );
ASSERT( pSteps );
// needs proper StepsType - freem
vector<Steps*> vpSteps;
SongUtil::GetPlayableSteps( &m_Song, vpSteps );
ASSERT(vpSteps.size() > 0);
Steps *pSteps = vpSteps[0];
GAMESTATE->m_pCurSteps[0].Set( pSteps );
GamePreferences::m_AutoPlay.Set( PC_HUMAN );