SetCompatibleStylesForPlayers and ForceSharedSidesMatch added to GameState for SSM to use to fix style mismatch problems.
StyleInputToGameInput changed to take a vector to return values in to handle multiple inputs mapped to a single column. Associated adjustments to everything that uses it. Player no longer drops holds in columns that have multiple inputs mapped to them if the wrong one is held. Running out of stage tokens changed from assert to error.
This commit is contained in:
+11
-10
@@ -290,29 +290,30 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYRe
|
||||
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
|
||||
|
||||
const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
|
||||
const GameInput GameI = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->StyleInputToGameInput( iColNum, pn );
|
||||
vector<GameInput> GameI;
|
||||
GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->StyleInputToGameInput( iColNum, pn, GameI );
|
||||
|
||||
const RString &sButton = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->ColToButtonName( iColNum );
|
||||
|
||||
cache->Load( sButton );
|
||||
|
||||
// "normal" note types
|
||||
m_TapNote.Load( sButton, "Tap Note", pn, GameI.controller );
|
||||
m_TapNote.Load( sButton, "Tap Note", pn, GameI[0].controller );
|
||||
//m_TapAdd.Load( sButton, "Tap Addition", pn, GameI.controller );
|
||||
m_TapMine.Load( sButton, "Tap Mine", pn, GameI.controller );
|
||||
m_TapLift.Load( sButton, "Tap Lift", pn, GameI.controller );
|
||||
m_TapFake.Load( sButton, "Tap Fake", pn, GameI.controller );
|
||||
m_TapMine.Load( sButton, "Tap Mine", pn, GameI[0].controller );
|
||||
m_TapLift.Load( sButton, "Tap Lift", pn, GameI[0].controller );
|
||||
m_TapFake.Load( sButton, "Tap Fake", pn, GameI[0].controller );
|
||||
|
||||
// hold types
|
||||
FOREACH_HoldType( ht )
|
||||
{
|
||||
FOREACH_ActiveType( at )
|
||||
{
|
||||
m_HoldHead[ht][at].Load( sButton, HoldTypeToString(ht)+" Head "+ActiveTypeToString(at), pn, GameI.controller );
|
||||
m_HoldTopCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Topcap "+ActiveTypeToString(at), pn, GameI.controller );
|
||||
m_HoldBody[ht][at].Load( sButton, HoldTypeToString(ht)+" Body "+ActiveTypeToString(at), pn, GameI.controller );
|
||||
m_HoldBottomCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Bottomcap "+ActiveTypeToString(at), pn, GameI.controller );
|
||||
m_HoldTail[ht][at].Load( sButton, HoldTypeToString(ht)+" Tail "+ActiveTypeToString(at), pn, GameI.controller );
|
||||
m_HoldHead[ht][at].Load( sButton, HoldTypeToString(ht)+" Head "+ActiveTypeToString(at), pn, GameI[0].controller );
|
||||
m_HoldTopCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Topcap "+ActiveTypeToString(at), pn, GameI[0].controller );
|
||||
m_HoldBody[ht][at].Load( sButton, HoldTypeToString(ht)+" Body "+ActiveTypeToString(at), pn, GameI[0].controller );
|
||||
m_HoldBottomCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Bottomcap "+ActiveTypeToString(at), pn, GameI[0].controller );
|
||||
m_HoldTail[ht][at].Load( sButton, HoldTypeToString(ht)+" Tail "+ActiveTypeToString(at), pn, GameI[0].controller );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user