Load AI difficulty data at runtime from AI.ini

This commit is contained in:
Chris Danford
2003-04-21 02:41:10 +00:00
parent cc9bf8677a
commit e15dcc2ab5
29 changed files with 412 additions and 228 deletions
+2 -2
View File
@@ -274,7 +274,7 @@ ScreenEdit::ScreenEdit() : Screen("ScreenEdit")
NOTESKIN->SwitchNoteSkin( PLAYER_1, "default" ); // change noteskin back to default before loading player
m_Player.Load( PLAYER_1, &noteData, NULL, NULL, NULL, NULL );
GAMESTATE->m_PlayerController[PLAYER_1] = HUMAN;
GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
m_Player.SetXY( PLAYER_X, PLAYER_Y );
m_In.Load( THEME->GetPathToB("ScreenEdit in") );
@@ -1425,7 +1425,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
m_EditMode = MODE_PLAYING;
m_Player.Load( PLAYER_1, (NoteData*)&m_NoteFieldEdit, NULL, NULL, NULL, NULL );
GAMESTATE->m_PlayerController[PLAYER_1] = PREFSMAN->m_bAutoPlay?CPU_AUTOPLAY:HUMAN;
GAMESTATE->m_PlayerController[PLAYER_1] = PREFSMAN->m_bAutoPlay?PC_AUTOPLAY:PC_HUMAN;
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );