PLAYER_1->main_player_ when referencing player state in editmode.
This commit is contained in:
+30
-30
@@ -1714,8 +1714,8 @@ void ScreenEdit::Update( float fDeltaTime )
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// selection (or appropriate quantization).
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float fStartPlayingAtBeat = NoteRowToBeat(m_iStartPlayingAt);
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float fStopPlayingAtBeat = NoteRowToBeat(m_iStopPlayingAt);
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if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat <= fStartPlayingAtBeat ||
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat >= fStopPlayingAtBeat )
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if( GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat <= fStartPlayingAtBeat ||
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GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat >= fStopPlayingAtBeat )
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continue;
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float fStartedHoldingSeconds = m_pSoundMusic->GetPositionSeconds() - fSecsHeld;
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@@ -1771,7 +1771,7 @@ void ScreenEdit::Update( float fDeltaTime )
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}
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float fStopAtSeconds = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
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if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fMusicSeconds > fStopAtSeconds )
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if( GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fMusicSeconds > fStopAtSeconds )
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{
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TransitionEditState( ( LOOP_ON_CHART_END ? STATE_PLAYING : STATE_EDITING ) );
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}
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@@ -2770,7 +2770,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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BackgroundChange bgChange;
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for (BackgroundChange &bgc : m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer))
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{
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if( bgc.m_fStartBeat == GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat )
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if( bgc.m_fStartBeat == GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat )
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{
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bAlreadyBGChangeHere = true;
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bgChange = bgc;
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@@ -2875,7 +2875,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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if( pCourse == nullptr )
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return false;
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CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex];
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float fStartTime = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
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float fStartTime = m_pSteps->GetTimingData()->GetElapsedTimeFromBeat( GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat );
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int iAttack = FindAttackAtTime( ce.attacks, fStartTime );
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if( iAttack >= 0 )
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@@ -2931,7 +2931,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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}
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}
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ModsGroup<PlayerOptions> &toEdit = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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ModsGroup<PlayerOptions> &toEdit = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions;
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this->originalPlayerOptions.Assign(ModsLevel_Preferred, toEdit.GetPreferred());
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g_fLastInsertAttackPositionSeconds = start;
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g_fLastInsertAttackDurationSeconds = end - start;
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@@ -2971,7 +2971,7 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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}
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g_fLastInsertAttackPositionSeconds = fStart;
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g_fLastInsertAttackDurationSeconds = fEnd - fStart;
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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SCREENMAN->AddNewScreenToTop( SET_MOD_SCREEN, SM_BackFromInsertCourseAttackPlayerOptions );
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}
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@@ -3581,7 +3581,7 @@ void ScreenEdit::HandleMessage( const Message &msg )
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PlayerNumber pn;
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msg.GetParam( "Player", pn );
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if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_bMuteOnError )
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if( GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetCurrent().m_bMuteOnError )
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{
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RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn );
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if( pSoundReader == nullptr )
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@@ -3960,7 +3960,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_BackFromInsertTapAttackPlayerOptions )
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{
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PlayerOptions poChosen = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetPreferred();
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PlayerOptions poChosen = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetPreferred();
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RString sMods = poChosen.GetString();
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const int row = BeatToNoteRow( GAMESTATE->m_Position.m_fSongBeat );
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@@ -4183,7 +4183,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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}
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else
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{
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ModsGroup<PlayerOptions> &toEdit = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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ModsGroup<PlayerOptions> &toEdit = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions;
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this->originalPlayerOptions.Assign(ModsLevel_Preferred, toEdit.GetPreferred());
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PlayerOptions po;
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if (iAttack >= 0)
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@@ -4219,13 +4219,13 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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if( iAttack >= 0 )
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po.FromString( ce.attacks[iAttack].sModifiers );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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SCREENMAN->AddNewScreenToTop( SET_MOD_SCREEN, SM_BackFromInsertCourseAttackPlayerOptions );
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}
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}
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else if (SM == SM_BackFromInsertStepAttackPlayerOptions)
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{
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ModsGroup<PlayerOptions> &toRestore = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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ModsGroup<PlayerOptions> &toRestore = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions;
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PlayerOptions poChosen = toRestore.GetPreferred();
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RString mods = poChosen.GetString();
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@@ -4248,7 +4248,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_BackFromInsertCourseAttackPlayerOptions )
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{
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PlayerOptions poChosen = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetPreferred();
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PlayerOptions poChosen = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetPreferred();
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RString sMods = poChosen.GetString();
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Course *pCourse = GAMESTATE->m_pCurCourse;
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@@ -4419,7 +4419,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_LoseFocus )
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{
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// Snap the trailing beat, in case we lose focus while tweening.
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m_fTrailingBeat = GetBeat(); //GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat;
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m_fTrailingBeat = GetBeat(); //GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat;
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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@@ -4712,7 +4712,7 @@ SongPosition & ScreenEdit::GetAppropriatePosition() const
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{
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if (GAMESTATE->m_bIsUsingStepTiming)
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{
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return GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position;
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return GAMESTATE->m_pPlayerState[main_player_]->m_Position;
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}
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return GAMESTATE->m_Position;
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}
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@@ -4722,11 +4722,11 @@ inline void ScreenEdit::SetBeat(float fBeat)
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if( !GAMESTATE->m_bIsUsingStepTiming )
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{
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GAMESTATE->m_Position.m_fSongBeat = fBeat;
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->GetTimingData()->GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat));
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GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat = m_pSteps->GetTimingData()->GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat));
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}
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else
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{
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = fBeat;
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GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat = fBeat;
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GAMESTATE->m_Position.m_fSongBeat = m_pSong->m_SongTiming.GetBeatFromElapsedTime(m_pSteps->GetTimingData()->GetElapsedTimeFromBeat(fBeat));
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}
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}
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@@ -4737,7 +4737,7 @@ inline float ScreenEdit::GetBeat()
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{
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return GAMESTATE->m_Position.m_fSongBeat;
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}
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return GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat;
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return GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat;
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}
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inline int ScreenEdit::GetRow()
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@@ -4830,14 +4830,14 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const std::vector<int>
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break;
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case play_current_beat_to_end:
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{
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m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat);
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m_iStartPlayingAt = BeatToNoteRow(GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat);
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m_iStopPlayingAt= GetSongOrNotesEnd();
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TransitionEditState( STATE_PLAYING );
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}
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break;
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case set_selection_start:
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{
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const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat);
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const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat);
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if( m_NoteFieldEdit.m_iEndMarker!=-1 && iCurrentRow >= m_NoteFieldEdit.m_iEndMarker )
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{
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SCREENMAN->PlayInvalidSound();
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@@ -4851,7 +4851,7 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const std::vector<int>
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break;
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case set_selection_end:
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{
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const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat);
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const int iCurrentRow = BeatToNoteRow(GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat);
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if( m_NoteFieldEdit.m_iBeginMarker!=-1 && iCurrentRow <= m_NoteFieldEdit.m_iBeginMarker )
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{
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SCREENMAN->PlayInvalidSound();
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@@ -5367,7 +5367,7 @@ void ScreenEdit::HandleAlterMenuChoice(AlterMenuChoice c, const std::vector<int>
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m_pSteps->m_Attacks : m_pSong->m_Attacks;
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int iAttack = FindAttackAtTime(attacks, start);
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ModsGroup<PlayerOptions> &toEdit = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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ModsGroup<PlayerOptions> &toEdit = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions;
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this->originalPlayerOptions.Assign(ModsLevel_Preferred, toEdit.GetPreferred());
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PlayerOptions po;
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if (iAttack >= 0)
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@@ -6097,11 +6097,11 @@ void ScreenEdit::SetupCourseAttacks()
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{
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_fLastDrawnBeat = -100;
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GAMESTATE->m_pPlayerState[main_player_]->m_fLastDrawnBeat = -100;
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// Put course options into effect.
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_ModsToApply.clear();
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GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks();
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GAMESTATE->m_pPlayerState[main_player_]->m_ModsToApply.clear();
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GAMESTATE->m_pPlayerState[main_player_]->RemoveActiveAttacks();
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if( GAMESTATE->m_pCurCourse )
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@@ -6127,11 +6127,11 @@ void ScreenEdit::SetupCourseAttacks()
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}
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for (Attack &attack: Attacks)
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( attack );
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GAMESTATE->m_pPlayerState[main_player_]->LaunchAttack( attack );
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}
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else
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{
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const PlayerOptions &p = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent();
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const PlayerOptions &p = GAMESTATE->m_pPlayerState[main_player_]->m_PlayerOptions.GetCurrent();
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if (GAMESTATE->m_pCurSong && p.m_fNoAttack == 0 && p.m_fRandAttack == 0 )
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{
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AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
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@@ -6145,13 +6145,13 @@ void ScreenEdit::SetupCourseAttacks()
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// LaunchAttack is actually a misnomer. The function actually adds
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// the attack to a list in the PlayerState which is checked and
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// updated every tick to see which ones to actually activate. -Kyz
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( attack );
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GAMESTATE->m_pPlayerState[main_player_]->LaunchAttack( attack );
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}
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}
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}
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}
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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GAMESTATE->m_pPlayerState[main_player_]->RebuildPlayerOptionsFromActiveAttacks();
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}
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void ScreenEdit::CopyToLastSave()
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@@ -6248,7 +6248,7 @@ void ScreenEdit::CheckNumberOfNotesAndUndo()
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if( EDIT_MODE.GetValue() != EditMode_Home )
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return;
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const float fBeat = GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat;
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const float fBeat = GAMESTATE->m_pPlayerState[main_player_]->m_Position.m_fSongBeat;
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const TimeSignatureSegment * curTime = GAMESTATE->m_pCurSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( fBeat );
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int rowsPerMeasure = curTime->GetDen() * curTime->GetNum();
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