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
+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 );