comment/cleanup

This commit is contained in:
AJ Kelly
2010-07-17 02:33:13 -05:00
parent 7d36a60cff
commit eb504b5963
6 changed files with 53 additions and 63 deletions
+12 -14
View File
@@ -743,7 +743,6 @@ void ScreenGameplay::Init()
pi->GetPlayerStageStats()->m_vpPossibleSteps = pi->m_vpStepsQueue;
}
LOG->Trace("[ScreenGameplay::Init] loading scorekeepers");
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
ASSERT( !pi->m_vpStepsQueue.empty() );
@@ -801,7 +800,7 @@ bool ScreenGameplay::Center1Player() const
/* Perhaps this should be handled better by defining a new
* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
* but for now just ignore Center1Player when it's Battle or Rave
* Mode. This doesn't begin to address two-player solo (6 arrows) */
* Mode. This doesn't begin to address two-player solo (6 arrows) */
return g_bCenter1Player &&
(bool)ALLOW_CENTER_1_PLAYER &&
GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
@@ -907,9 +906,9 @@ ScreenGameplay::~ScreenGameplay()
{
if( this->IsFirstUpdate() )
{
/* We never received any updates. That means we were deleted without being
* used, and never actually played. (This can happen when backing out of
* ScreenStage.) Cancel the stage. */
/* We never received any updates. That means we were deleted without being
* used, and never actually played. (This can happen when backing out of
* ScreenStage.) Cancel the stage. */
GAMESTATE->CancelStage();
}
@@ -944,22 +943,21 @@ bool ScreenGameplay::IsLastSong()
void ScreenGameplay::SetupSong( int iSongIndex )
{
LOG->Trace("[ScreenGameplay::SetupSong] begin");
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
/* This is the first beat that can be changed without it being visible.
* Until we draw for the first time, any beat can be changed. */
pi->GetPlayerState()->m_fLastDrawnBeat = -100;
Steps *pSteps = pi->m_vpStepsQueue[iSongIndex];
GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps );
/* Load new NoteData into Player. Do this before
/* Load new NoteData into Player. Do this before
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
* propogated to GAMESTATE->m_pPlayerOptions too early and be double-applied
* propagated to GAMESTATE->m_pPlayerOptions too early and be double-applied
* to the NoteData:
* once in Player::Load, then again in Player::ApplyActiveAttacks. This
* is very bad for transforms like AddMines.
* once in Player::Load, then again in Player::ApplyActiveAttacks.
* This is very bad for transforms like AddMines.
*/
NoteData originalNoteData;
pSteps->GetNoteData( originalNoteData );
@@ -1031,10 +1029,10 @@ void ScreenGameplay::SetupSong( int iSongIndex )
GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
}
/* Update attack bOn flags. */
// Update attack bOn flags.
pi->GetPlayerState()->Update( 0 );
/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
// Hack: Course modifiers that are set to start immediately shouldn't tween on.
pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
}
}