fix course mod tweening
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@@ -693,14 +693,21 @@ void ScreenGameplay::LoadNextSong()
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GAMESTATE->m_pCurNotes[p] = m_apNotesQueue[p][iPlaySongIndex];
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// Put courses options into effect.
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// Put course options into effect.
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for( unsigned i=0; i<m_asModifiersQueue[p][iPlaySongIndex].size(); ++i )
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{
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GAMESTATE->LaunchAttack( (PlayerNumber)p, m_asModifiersQueue[p][iPlaySongIndex][i] );
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GAMESTATE->m_SongOptions.FromString( m_asModifiersQueue[p][iPlaySongIndex][i].sModifier );
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}
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/* Queue course attacks. */
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/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
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for( int s=0; s < GameState::MAX_SIMULTANEOUS_ATTACKS; s++ )
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{
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if( GAMESTATE->m_ActiveAttacks[p][s].fStartSecond == 0 )
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GAMESTATE->m_ActiveAttacks[p][s].fStartSecond = -1;
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}
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GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
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GAMESTATE->m_CurrentPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
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m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
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@@ -738,8 +745,7 @@ void ScreenGameplay::LoadNextSong()
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
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/* The actual note data for scoring is the base class of Player. This includes
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* transforms, like Wide. Otherwise, the scoring will operate on the worng
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* data. */
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* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
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m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
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if( m_pSecondaryScoreKeeper[p] )
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m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
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