move all high score data into Profile
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@@ -416,21 +416,23 @@ void ScreenSelectCourse::AfterCourseChange()
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{
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const StepsType &st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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int mc = PROFILE_SLOT_MACHINE;
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Profile* pProfile;
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if( PROFILEMAN->IsUsingProfile( (PlayerNumber)p ) )
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mc = p;
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pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
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else
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pProfile = PROFILEMAN->GetMachineProfile();
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/* Courses are scored by survive time, dance points,
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* percent, and normal score. Every last mother will
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* have an opinion on which should be used here for
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* each of oni, endless, nonstop --
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* should this choice be an option or a metric? */
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const HighScoreList& hsl = pProfile->GetCourseHighScoreList( pCourse, st );
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if ( pCourse->IsOni() || pCourse->IsEndless() )
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{
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/* use survive time */
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float fSurviveTime = 0.0f;
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if( !pCourse->m_MemCardDatas[st][mc].vHighScores.empty() )
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fSurviveTime = pCourse->m_MemCardDatas[st][mc].vHighScores[0].fSurviveTime;
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float fSurviveTime = hsl.GetTopScore().fSurviveTime;
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CString s = SecondsToTime(fSurviveTime);
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/* dim the inital unsignificant digits */
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@@ -452,10 +454,7 @@ void ScreenSelectCourse::AfterCourseChange()
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else /* pCourse->IsNonStop() */
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{
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/* use score */
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int iScore = 0;
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if( !pCourse->m_MemCardDatas[st][mc].vHighScores.empty() )
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iScore = pCourse->m_MemCardDatas[st][mc].vHighScores[0].iScore;
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int iScore = hsl.GetTopScore().iScore;
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m_HighScore[p].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, iScore) );
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}
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