Remove "note skin for beat range", "beat range revision" stuff.

We still load all note skins for a course in advance, and note skins
are still sent through the weird "attack queue" stuff.
This commit is contained in:
Glenn Maynard
2006-01-12 21:39:00 +00:00
parent 714478dcfe
commit e8d67d9191
7 changed files with 26 additions and 170 deletions
-34
View File
@@ -196,7 +196,6 @@ void GameState::Reset()
m_bJukeboxUsesModifiers = false;
m_iCurrentStageIndex = 0;
m_bGameplayLeadIn.Set( false );
m_BeatToNoteSkinRev = 0;
m_iNumStagesOfThisSong = 0;
NOTESKIN->RefreshNoteSkinData( this->m_pCurGame );
@@ -1095,21 +1094,6 @@ bool GameState::IsDisqualified( PlayerNumber pn )
}
}
void GameState::ResetNoteSkins()
{
FOREACH_PlayerNumber( pn )
ResetNoteSkinsForPlayer( m_pPlayerState[pn] );
++m_BeatToNoteSkinRev;
}
void GameState::ResetNoteSkinsForPlayer( PlayerState *ps )
{
ps->ResetNoteSkins();
++m_BeatToNoteSkinRev;
}
void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
{
FOREACH_EnabledPlayer( pn )
@@ -1151,24 +1135,6 @@ void GameState::GetUndisplayedBeats( const PlayerState* pPlayerState, float Tota
}
void GameState::SetNoteSkinForBeatRange( PlayerState* pPlayerState, const CString& sNoteSkin, float StartBeat, float EndBeat )
{
map<float,CString> &BeatToNoteSkin = pPlayerState->m_BeatToNoteSkin;
/* Erase any other note skin settings in this range. */
map<float,CString>::iterator begin = BeatToNoteSkin.lower_bound( StartBeat );
map<float,CString>::iterator end = BeatToNoteSkin.upper_bound( EndBeat );
BeatToNoteSkin.erase( begin, end );
/* Add the skin to m_BeatToNoteSkin. */
BeatToNoteSkin[StartBeat] = sNoteSkin;
/* Return to the default note skin after the duration. */
BeatToNoteSkin[EndBeat] = pPlayerState->m_StagePlayerOptions.m_sNoteSkin;
++m_BeatToNoteSkinRev;
}
/* This is called to launch an attack, or to queue an attack if a.fStartSecond
* is set. This is also called by GameState::Update when activating a queued attack. */
void GameState::LaunchAttack( MultiPlayer target, const Attack& a )