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mirror of synced 2024-11-27 17:00:50 +01:00

fix abnormal song completion animation after retrying during normal song completion animation (#661)

This fix is kind of a workaround because the resetting of
song completion status is now done twice,
one immediate in CAct演奏PauseMenu.tEnter押下Main()
(for CStage演奏ドラム画面.Draw() to detect `CStage演奏画面共通.ifp[]`)
and one later in stage演奏ドラム画面.t演奏やりなおし().

* add CStage演奏画面共通.tResetGameplayFinishedStatus()
  for directly resetting song completion status
* CAct演奏PauseMenu.tEnter押下Main():
    * make song completion status reset as soon as the retry option is chosen
This commit is contained in:
Wei-Cheng Yeh (IID) 2024-07-27 23:21:49 +08:00 committed by GitHub
parent 1f28c5a8bd
commit 0aef70de42
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2 changed files with 9 additions and 0 deletions

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@ -75,6 +75,7 @@ namespace TJAPlayer3 {
case (int)EOrder.Redoing:
if (TJAPlayer3.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
TJAPlayer3.stage演奏ドラム画面.tResetGameplayFinishedStatus();
this.bやり直しを選択した = true;
CActSelectPopupMenu.b選択した = true;
} else {

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@ -4433,6 +4433,14 @@ namespace TJAPlayer3 {
this.bPAUSE = false;
}
// Workaround for abnormal song completion animation after retrying during normal song completion animation
public void tResetGameplayFinishedStatus() {
for (int i = 0; i < 5; i++) {
ifp[i] = false;
isDeniedPlaying[i] = false;
}
}
public void t演奏やりなおし() {
_AIBattleState = 0;
_AIBattleStateBatch = new Queue<float>[] { new Queue<float>(), new Queue<float>() };