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Set up a way to load Gameplay's Notedata starting from a given Noterow
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poco0317 committed Oct 4, 2019
1 parent 373e034 commit 565e0a9
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Showing 2 changed files with 53 additions and 0 deletions.
51 changes: 51 additions & 0 deletions src/Etterna/Screen/Gameplay/ScreenGameplay.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -389,6 +389,57 @@ ScreenGameplay::~ScreenGameplay()
}
}

void
ScreenGameplay::SetupNoteDataFromRow(Steps* pSteps, int row)
{
NoteData originalNoteData;
pSteps->GetNoteData(originalNoteData);

const Style* pStyle = GAMESTATE->GetCurrentStyle(m_vPlayerInfo.m_pn);
NoteData ndTransformed;
pStyle->GetTransformedNoteDataForStyle(
m_vPlayerInfo.GetStepsAndTrailIndex(), originalNoteData, ndTransformed);

m_vPlayerInfo.GetPlayerState()->Update(0);

NoteDataUtil::RemoveAllButRange(ndTransformed, row, MAX_NOTE_ROW);

// load player
{
m_vPlayerInfo.m_NoteData = ndTransformed;
NoteDataUtil::RemoveAllTapsOfType(m_vPlayerInfo.m_NoteData,
TapNoteType_AutoKeysound);
m_vPlayerInfo.m_pPlayer->Load();
}

// load auto keysounds
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsExceptForType(nd, TapNoteType_AutoKeysound);
m_AutoKeysounds.Load(m_vPlayerInfo.GetStepsAndTrailIndex(), nd);
}

{
RString sType;
switch (GAMESTATE->m_SongOptions.GetCurrent().m_SoundEffectType) {
case SoundEffectType_Off:
sType = "SoundEffectControl_Off";
break;
case SoundEffectType_Speed:
sType = "SoundEffectControl_Speed";
break;
case SoundEffectType_Pitch:
sType = "SoundEffectControl_Pitch";
break;
default:
break;
}

m_vPlayerInfo.m_SoundEffectControl.Load(
sType, m_vPlayerInfo.GetPlayerState(), &m_vPlayerInfo.m_NoteData);
}
}

void
ScreenGameplay::SetupSong(int iSongIndex)
{
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2 changes: 2 additions & 0 deletions src/Etterna/Screen/Gameplay/ScreenGameplay.h
Original file line number Diff line number Diff line change
Expand Up @@ -113,6 +113,8 @@ class ScreenGameplay : public ScreenWithMenuElements

void RestartGameplay();

virtual void SetupNoteDataFromRow(Steps* pSteps, int row);

virtual void InitSongQueues();

/** @brief The different game states of ScreenGameplay. */
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