Don't track the individual stage with Stage; use the stage index for that.
(Reducing the usage of the "stage" concept. It conflicts with overlapped play.)
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@@ -94,7 +94,7 @@ ScreenEvaluation::ScreenEvaluation()
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
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STATSMAN->m_CurStageStats.m_playMode = GAMESTATE->m_PlayMode;
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STATSMAN->m_CurStageStats.m_pStyle = GAMESTATE->GetCurrentStyle();
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STATSMAN->m_CurStageStats.m_Stage = STAGE_1;
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STATSMAN->m_CurStageStats.m_Stage = STAGE_NORMAL;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
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STATSMAN->m_CurStageStats.m_vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
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@@ -660,13 +660,13 @@ void ScreenEvaluation::Init()
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!GAMESTATE->IsCourseMode() &&
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!SUMMARY )
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{
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m_sprTryExtraStage.Load( THEME->GetPathG(m_sName,GAMESTATE->IsExtraStage()?"try extra2":"try extra1") );
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m_sprTryExtraStage.Load( THEME->GetPathG(m_sName,GAMESTATE->IsExtraStage2()?"try extra2":"try extra1") );
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m_sprTryExtraStage->SetName( "TryExtraStage" );
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ActorUtil::LoadAllCommands( *m_sprTryExtraStage, m_sName );
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SET_XY( m_sprTryExtraStage );
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this->AddChild( m_sprTryExtraStage );
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if( GAMESTATE->IsExtraStage() )
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if( GAMESTATE->IsExtraStage2() )
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SOUND->PlayOnce( THEME->GetPathS(m_sName,"try extra2") );
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else
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SOUND->PlayOnce( THEME->GetPathS(m_sName,"try extra1") );
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