make TapNote a struct. Over time, more properties will move from the enums and into bit flags.

This commit is contained in:
Chris Danford
2004-09-12 05:56:24 +00:00
parent bc38866cda
commit d2a54cca31
26 changed files with 306 additions and 292 deletions
+2 -2
View File
@@ -1510,7 +1510,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
// Somehow, step data was getting majorly corrupted, therefor causing light
// signals to be sent at incorrect times where notes were not even present.
bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ) != TAP_EMPTY);
bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
bBlinkCabinetLight[cl] |= bBlink;
}
FOREACH_EnabledPlayer( pn )
@@ -1518,7 +1518,7 @@ void ScreenGameplay::Update( float fDeltaTime )
for( int t=0; t<m_Player[pn].GetNumTracks(); t++ )
{
TapNote tn = m_Player[pn].GetTapNote(t,r);
bool bBlink = (tn != TAP_EMPTY && tn != TAP_MINE);
bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
if( bBlink )
{
StyleInput si( pn, t );