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.)
This commit is contained in:
Glenn Maynard
2007-04-25 01:11:50 +00:00
parent 1c203eb4f6
commit ccc19fa60b
4 changed files with 6 additions and 31 deletions
+3 -3
View File
@@ -94,7 +94,7 @@ ScreenEvaluation::ScreenEvaluation()
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
STATSMAN->m_CurStageStats.m_playMode = GAMESTATE->m_PlayMode;
STATSMAN->m_CurStageStats.m_pStyle = GAMESTATE->GetCurrentStyle();
STATSMAN->m_CurStageStats.m_Stage = STAGE_1;
STATSMAN->m_CurStageStats.m_Stage = STAGE_NORMAL;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
STATSMAN->m_CurStageStats.m_vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
@@ -660,13 +660,13 @@ void ScreenEvaluation::Init()
!GAMESTATE->IsCourseMode() &&
!SUMMARY )
{
m_sprTryExtraStage.Load( THEME->GetPathG(m_sName,GAMESTATE->IsExtraStage()?"try extra2":"try extra1") );
m_sprTryExtraStage.Load( THEME->GetPathG(m_sName,GAMESTATE->IsExtraStage2()?"try extra2":"try extra1") );
m_sprTryExtraStage->SetName( "TryExtraStage" );
ActorUtil::LoadAllCommands( *m_sprTryExtraStage, m_sName );
SET_XY( m_sprTryExtraStage );
this->AddChild( m_sprTryExtraStage );
if( GAMESTATE->IsExtraStage() )
if( GAMESTATE->IsExtraStage2() )
SOUND->PlayOnce( THEME->GetPathS(m_sName,"try extra2") );
else
SOUND->PlayOnce( THEME->GetPathS(m_sName,"try extra1") );