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.
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+9
-3
@@ -1514,8 +1514,13 @@ void ScreenEdit::Update( float fDeltaTime )
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for( int t=0; t<GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->m_iColsPerPlayer; t++ ) // for each track
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{
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GameInput GameI = GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->StyleInputToGameInput( t, PLAYER_1 );
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
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vector<GameInput> GameI;
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GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->StyleInputToGameInput( t, PLAYER_1, GameI );
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float fSecsHeld= 0.0f;
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for(size_t i= 0; i < GameI.size(); ++i)
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{
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fSecsHeld= max(fSecsHeld, INPUTMAPPER->GetSecsHeld(GameI[i]));
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}
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fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() );
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if( fSecsHeld == 0 )
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continue;
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@@ -1568,7 +1573,8 @@ void ScreenEdit::Update( float fDeltaTime )
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bool bButtonIsBeingPressed = false;
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for( int t=0; t<GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->m_iColsPerPlayer; t++ ) // for each track
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{
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GameInput GameI = GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->StyleInputToGameInput( t, PLAYER_1 );
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vector<GameInput> GameI;
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GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->StyleInputToGameInput( t, PLAYER_1, GameI );
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if( INPUTMAPPER->IsBeingPressed(GameI) )
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bButtonIsBeingPressed = true;
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}
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