[Xcode4] May as well fix switch warnings.

Still need some assistance for the linker error.
This commit is contained in:
Jason Felds
2011-07-20 11:11:04 -04:00
parent 87c16e9561
commit dbdab4759e
51 changed files with 1159 additions and 1033 deletions
+33 -27
View File
@@ -628,8 +628,8 @@ void Player::Load()
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_BATTLE:
{
// ugly, ugly, ugly. Works only w/ dance.
// Why does this work only with dance? - Steve
@@ -659,8 +659,9 @@ void Player::Load()
count++;
count %= 4;
}
break;
}
break;
default: break;
}
int iDrawDistanceAfterTargetsPixels = GAMESTATE->IsEditing() ? -100 : DRAW_DISTANCE_AFTER_TARGET_PIXELS;
@@ -2879,41 +2880,46 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
int iTrack = iter.Track();
switch( tn.type )
{
case TapNote::hold_head:
tn.HoldResult.fLife = INITIAL_HOLD_LIFE;
if( !REQUIRE_STEP_ON_HOLD_HEADS )
case TapNote::hold_head:
{
tn.HoldResult.fLife = INITIAL_HOLD_LIFE;
if( !REQUIRE_STEP_ON_HOLD_HEADS )
{
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
if( PREFSMAN->m_fPadStickSeconds > 0.f )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
}
else if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
{
Step( iTrack, -1, now, true, false );
}
}
break;
}
case TapNote::mine:
{
// Hold the panel while crossing a mine will cause the mine to explode
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
if( PREFSMAN->m_fPadStickSeconds > 0.f )
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
}
else if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
else
{
Step( iTrack, -1, now, true, false );
if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
Step( iTrack, iRow, now, true, false );
}
break;
}
break;
case TapNote::mine:
// Hold the panel while crossing a mine will cause the mine to explode
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
}
else
{
if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
Step( iTrack, iRow, now, true, false );
}
break;
default: break;
}
if( iRow != iLastSeenRow )