Bring shadowed variables back from the dark side.
Alright Colby, happy now?
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+15
-15
@@ -209,23 +209,23 @@ void NoteField::Load(
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memset( m_pDisplays, 0, sizeof(m_pDisplays) );
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FOREACH_EnabledPlayer( pn )
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{
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RString sNoteSkinLower = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_sNoteSkin;
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RString sNoteSkinLC = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_sNoteSkin;
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// XXX: Re-setup sNoteSkinLower. Unsure if inserting the skin again is needed.
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if (sNoteSkinLower.empty())
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if (sNoteSkinLC.empty())
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{
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sNoteSkinLower = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred().m_sNoteSkin;
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sNoteSkinLC = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred().m_sNoteSkin;
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if (sNoteSkinLower.empty())
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if (sNoteSkinLC.empty())
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{
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sNoteSkinLower = "default";
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sNoteSkinLC = "default";
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}
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m_NoteDisplays.insert(pair<RString, NoteDisplayCols *> (sNoteSkinLower, badIdea));
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m_NoteDisplays.insert(pair<RString, NoteDisplayCols *> (sNoteSkinLC, badIdea));
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}
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sNoteSkinLower.MakeLower();
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it = m_NoteDisplays.find( sNoteSkinLower );
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ASSERT_M( it != m_NoteDisplays.end(), sNoteSkinLower );
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sNoteSkinLC.MakeLower();
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it = m_NoteDisplays.find( sNoteSkinLC );
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ASSERT_M( it != m_NoteDisplays.end(), sNoteSkinLC );
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m_pDisplays[pn] = it->second;
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}
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}
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@@ -1005,8 +1005,8 @@ void NoteField::DrawPrimitives()
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m_pNoteData->GetTapNoteRange( c, iFirstRowToDraw, iLastRowToDraw+1, begin, end );
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for( ; begin != end; ++begin )
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{
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int i = begin->first;
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const TapNote &tn = begin->second; //m_pNoteData->GetTapNote(c, i);
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int j = begin->first;
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const TapNote &tn = begin->second; //m_pNoteData->GetTapNote(c, j);
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// Switch modified by Wolfman2000, tested by Saturn2888
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// Fixes hold head overlapping issue, but not the rolls.
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@@ -1031,10 +1031,10 @@ void NoteField::DrawPrimitives()
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// TRICKY: If boomerang is on, then all notes in the range
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// [iFirstRowToDraw,iLastRowToDraw] aren't necessarily visible.
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// Test every note to make sure it's on screen before drawing.
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if( !IsOnScreen( NoteRowToBeat(i), c, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels ) )
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if( !IsOnScreen( NoteRowToBeat(j), c, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels ) )
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continue; // skip
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ASSERT_M( NoteRowToBeat(i) > -2000, ssprintf("%i %i %i, %f %f", i, iLastRowToDraw, iFirstRowToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) );
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ASSERT_M( NoteRowToBeat(j) > -2000, ssprintf("%i %i %i, %f %f", j, iLastRowToDraw, iFirstRowToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) );
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// See if there is a hold step that begins on this index.
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// Only do this if the noteskin cares.
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@@ -1043,7 +1043,7 @@ void NoteField::DrawPrimitives()
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{
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for( int c2=0; c2<m_pNoteData->GetNumTracks(); c2++ )
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{
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if( m_pNoteData->GetTapNote(c2, i).type == TapNote::hold_head)
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if( m_pNoteData->GetTapNote(c2, j).type == TapNote::hold_head)
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{
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bHoldNoteBeginsOnThisBeat = true;
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break;
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@@ -1061,7 +1061,7 @@ void NoteField::DrawPrimitives()
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NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
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displayCols->display[c].DrawTap( tn, c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, m_fYReverseOffsetPixels, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels, FADE_BEFORE_TARGETS_PERCENT );
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bool bNoteIsUpcoming = NoteRowToBeat(i) > GAMESTATE->m_fSongBeat;
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bool bNoteIsUpcoming = NoteRowToBeat(j) > GAMESTATE->m_fSongBeat;
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bAnyUpcomingInThisCol |= bNoteIsUpcoming;
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}
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