Handle CrossedRow inside Player, so autoplay works correctly in the
editor.
This commit is contained in:
@@ -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();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user