Glenn Maynard
5c93e0f2fc
make music sync follow VisualDelaySeconds by default (fixes
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receptors flashing off-sync when VDS is used)
2007-06-18 21:02:28 +00:00
Glenn Maynard
6a1db065d2
save m_PreferredStepsType, too. Fixes inconsistent behavior
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in ScreenSelectMusic::SwitchToPreferredDifficulty due to
m_PreferredDifficulty being set and m_PreferredStepsType
not.
2007-06-15 15:51:33 +00:00
Glenn Maynard
f2671274da
don't unload edit steps while they're in use
2007-05-31 18:24:22 +00:00
Glenn Maynard
6c9c99091f
m_vpPlayedSteps is identical to the beginning of m_vpPossibleSteps.
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Change to m_iStepsPlayed to avoid the duplicate information.
2007-05-31 04:48:42 +00:00
Glenn Maynard
32fac7c444
lock on successful load
2007-05-30 02:13:32 +00:00
Chris Danford
833a712e45
fix IsExtraStage returning true in ScreenHowToPlay
2007-05-29 18:07:54 +00:00
Glenn Maynard
710a1b81a0
bind SaveLocalData
2007-05-27 22:05:15 +00:00
Glenn Maynard
5387feddc9
remove unused
2007-05-27 19:10:59 +00:00
Glenn Maynard
7226e5a962
#BANNER tag for course files
2007-05-25 22:26:43 +00:00
Chris Danford
71492cd106
add PreferredStepsType, fix StepsType jumps when changing songs if multiple StepsTypes are shown
2007-05-15 19:32:39 +00:00
Glenn Maynard
d855f691f7
simplify and potimize
2007-05-14 04:24:47 +00:00
Steve Checkoway
e5c803d24c
The stats are reset in BeginStage(). Fixes a crash if you fail the first song since the stats are reset so it tries to go to SEvalSummary.
2007-05-13 03:41:13 +00:00
Glenn Maynard
a72131f0b0
easier fail mode only for each player's first stage; don't give it to
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everyone for everyone else's first
2007-05-12 23:51:56 +00:00
Glenn Maynard
8278b2e9a1
make FailType a PlayerOption instead of a SongOption; fixes
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peculiarity that GameState::GetPlayerFailType can implement
fail modes per-player and nothing else can
2007-05-12 23:48:29 +00:00
Glenn Maynard
ac9abdabea
fix off-by-one
2007-05-12 23:45:24 +00:00
Glenn Maynard
7c8766ebdf
fix pPlayerState
2007-05-12 23:23:38 +00:00
Glenn Maynard
40cb441f74
bind GetSongOptions, GetPlayerOptions
2007-05-11 21:56:34 +00:00
Glenn Maynard
9337c56616
arrange
2007-05-11 21:51:19 +00:00
Glenn Maynard
5b18b48698
GetGameSeed, GetStageSeed
2007-05-11 21:42:31 +00:00
Glenn Maynard
54f1068dd8
fix uninitialized m_MasterPlayerNumber during first UnjoinPlayer
2007-05-10 02:32:06 +00:00
Glenn Maynard
0a5c93d4e2
fix and bind EnoughCreditsToJoin
2007-05-08 01:49:45 +00:00
Glenn Maynard
ea104d9a76
GameState::SaveProfile
2007-05-06 05:15:26 +00:00
Glenn Maynard
d3e1018abd
fix 2PlayersFor1Credit and late join
2007-05-06 00:26:07 +00:00
Steve Checkoway
6072fb29cc
Functions in singletons that depend on the singleton having been created should not be static. Removed uses of GAMESTATE inside GameState member functions.
2007-05-05 11:08:50 +00:00
Glenn Maynard
080d39351b
unwrap to simplify
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fix assert when no players joined; pretend one player joined
2007-04-29 04:22:04 +00:00
Glenn Maynard
7c314952b2
better reset on unjoin
2007-04-27 21:14:50 +00:00
Glenn Maynard
d4469afd7a
also fix course crash when SongsPerPlay > 3
2007-04-27 00:40:52 +00:00
Glenn Maynard
e432337815
fix course crash when SongsPerPlay > 3
2007-04-27 00:36:58 +00:00
Glenn Maynard
74a17abe9b
modified haste mechanics
2007-04-26 00:56:37 +00:00
Glenn Maynard
643cadbbe0
fix up DQ; CurStageStats changes didn't interact well with it
2007-04-25 20:00:18 +00:00
Glenn Maynard
9ed7cf25f3
move AllHumanHaveComboOf30OrMoreMisses into StageStats
2007-04-25 16:39:03 +00:00
Glenn Maynard
1f4889effe
barrier not needed anymore
2007-04-25 16:37:05 +00:00
Glenn Maynard
acdfa60b0b
barrier not needed anymore
2007-04-25 16:36:03 +00:00
Glenn Maynard
4fbac59b2f
this is done explicitly
2007-04-25 16:35:43 +00:00
Glenn Maynard
dcb952fbf5
make this explicit
2007-04-25 16:22:30 +00:00
Glenn Maynard
713c95b2b0
Stage refactoring:
...
- m_iPlayerCurrentStageIndexForCurrentCredit is changed to m_iPlayerStageTokens,
counting the number of stages left. This can be incremented and decremented
(as a bonus or penalty) with no weird side-effects; it is not used to determine
whether the player is on an extra stage. This is less brittle; it eliminates
special cases to avoid incrementing the counter and skipping into an extra stage.
- Stage tokens are subtracted for each song played, and a player is unjoined
when he runs out.
- Stage tokens are subtracted at the start of gameplay. If the player cancels,
they're "refunded". This differs from before, where the stage was incremented
at the end of gameplay. This makes the stage token counter meaningful during
gameplay; if this is done at the end, then it would be too high during gameplay.
- IsFinalStage is gone. If needed, use GetSmallestNumStagesLeftForAnyHumanPlayer.
- Extra stages are awarded by adding a stage token and incrementing
m_iAwardedExtraStages. If m_iAwardedExtraStages is 1, the player is
on his first extra stage; if 2, his second.
2007-04-25 03:50:17 +00:00
Glenn Maynard
8d396834dc
remove m_bComboContinuesBetweenSongs
2007-04-25 03:38:40 +00:00
Glenn Maynard
9978102d25
remove unused
2007-04-25 01:17:50 +00:00
Glenn Maynard
6035ff65ed
simplify
2007-04-25 01:16:04 +00:00
Glenn Maynard
ccc19fa60b
Don't track the individual stage with Stage; use the stage index for that.
...
(Reducing the usage of the "stage" concept. It conflicts with overlapped
play.)
2007-04-25 01:11:50 +00:00
Glenn Maynard
450ed7120b
remove m_bPickExtraStage, use false behavior. Extra stage stuff is way too complicated for too many niche cases.
2007-04-25 00:23:09 +00:00
Glenn Maynard
73c6158bbe
simplify: count each stage as one stage, no special case for long songs
2007-04-24 21:37:20 +00:00
Glenn Maynard
21b544c8ae
simplify iSaveProfileEvery stuff and make it closer to correct
2007-04-24 19:36:45 +00:00
Glenn Maynard
26dd52583a
courses take all stages, but only count as 1 in the stage counter
2007-04-24 18:21:17 +00:00
Glenn Maynard
95fb191fb4
allow loading profile without loading edits
2007-04-24 16:30:23 +00:00
Glenn Maynard
079e0f5397
partial revert (not sure if this is worth maintaining, but it didn't need to
...
be removed for the last commit)
2007-04-24 01:41:34 +00:00
Glenn Maynard
5318d0670d
Previously, BeginStage was called in SGameplay and FinishStage was called
...
in each place gameplay exits. This incremented the stage number in SSM,
and was brittle: FinishStage was sprinkled in many odd places. Do both
in SGameplay.
This increments the stage number as soon as gameplay ends. This only
affects evaluation. Use the stage number from StageStats there, instead
of the current stage, and adjust branches. During evaluation, the
game is on the upcoming stage and displaying old data for the last
stage, instead of the stage continuing through evaluation.
This also moves a bunch of scoring-related stuff out of SEvaluation,
to the end of gameplay, where it belongs. Eval is almost const, and things
won't break like they would before if Eval is not used.
2007-04-24 01:35:32 +00:00
Glenn Maynard
2bcd5a644f
use enum_add2
2007-04-24 01:28:53 +00:00
Glenn Maynard
7de6bd605c
revert IsStagePossible; not sure yet
2007-04-24 00:44:51 +00:00
Glenn Maynard
25796bd187
remove IsStagePossible
2007-04-23 23:42:27 +00:00