play auto keysounds

This commit is contained in:
Chris Danford
2004-10-24 10:45:30 +00:00
parent 1b3c786213
commit eff1dc9695
12 changed files with 292 additions and 44 deletions
+28 -12
View File
@@ -814,18 +814,32 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
GAMESTATE->m_pCurSteps[p]->GetNoteData( originalNoteData );
const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData newNoteData;
pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, newNoteData );
m_Player[p].Load(
p,
newNoteData,
m_pLifeMeter[p],
m_pCombinedLifeMeter,
m_pPrimaryScoreDisplay[p],
m_pSecondaryScoreDisplay[p],
m_pInventory[p],
m_pPrimaryScoreKeeper[p],
m_pSecondaryScoreKeeper[p] );
NoteData ndTransformed;
pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, ndTransformed );
// load player
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
m_Player[p].Load(
p,
nd,
m_pLifeMeter[p],
m_pCombinedLifeMeter,
m_pPrimaryScoreDisplay[p],
m_pSecondaryScoreDisplay[p],
m_pInventory[p],
m_pPrimaryScoreKeeper[p],
m_pSecondaryScoreKeeper[p] );
}
// load auto keysounds
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsExceptForType( nd, TapNote::autoKeysound );
m_AutoKeysounds.Load( p, nd );
}
// Put course options into effect. Do this after Player::Load so
// that mods aren't double-applied.
@@ -1291,6 +1305,8 @@ void ScreenGameplay::Update( float fDeltaTime )
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
m_BeginnerHelper.Update(fDeltaTime);
m_AutoKeysounds.Update(fDeltaTime);
//
// update GameState HealthState