Handle CrossedRow inside Player, so autoplay works correctly in the

editor.
This commit is contained in:
Glenn Maynard
2003-06-10 19:53:33 +00:00
parent 48770fb2a0
commit eb931f8a4d
4 changed files with 15 additions and 26 deletions
-24
View File
@@ -591,8 +591,6 @@ bool ScreenGameplay::IsLastSong()
void ScreenGameplay::LoadNextSong()
{
m_iRowLastCrossed = -1;
GAMESTATE->ResetMusicStatistics();
int p;
for( p=0; p<NUM_PLAYERS; p++ )
@@ -1012,28 +1010,6 @@ void ScreenGameplay::Update( float fDeltaTime )
}
}
//
// Send crossed row messages to Player
//
// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
int iRowNow = BeatToNoteRow( GAMESTATE->m_fSongBeat );
if( iRowNow >= 0 )
{
for( ; m_iRowLastCrossed <= iRowNow; m_iRowLastCrossed++ ) // for each index we crossed since the last update
for( pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsPlayerEnabled(pn) )
{
if(GAMESTATE->m_CurrentPlayerOptions[pn].m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH]==1) // if we're doing random vanish
{
m_Player[pn].RandomiseNotes( m_iRowLastCrossed ); // randomise notes on the fly
}
m_Player[pn].CrossedRow( m_iRowLastCrossed );
}
}
if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
m_soundAssistTick.Play();