quick fix to disable affect of tilde in survival
This commit is contained in:
@@ -1666,14 +1666,18 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
//
|
||||
// Update living players' alive time
|
||||
//
|
||||
// HACK: Don't scale alive time when ussing tab/tilde. Instead of accumulating time from a timer,
|
||||
// this time should instead be tied to the music position.
|
||||
float fUnscaledDeltaTime = m_timerGameplaySeconds.GetDeltaTime();
|
||||
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
if( !pi->GetPlayerStageStats()->bFailed )
|
||||
pi->GetPlayerStageStats()->fAliveSeconds += fDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
|
||||
pi->GetPlayerStageStats()->fAliveSeconds += fUnscaledDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
|
||||
|
||||
// update fGameplaySeconds
|
||||
STATSMAN->m_CurStageStats.fGameplaySeconds += fDeltaTime;
|
||||
STATSMAN->m_CurStageStats.fGameplaySeconds += fUnscaledDeltaTime;
|
||||
if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
|
||||
STATSMAN->m_CurStageStats.fStepsSeconds += fDeltaTime;
|
||||
STATSMAN->m_CurStageStats.fStepsSeconds += fUnscaledDeltaTime;
|
||||
|
||||
//
|
||||
// Check for end of song
|
||||
|
||||
@@ -224,6 +224,8 @@ protected:
|
||||
vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
|
||||
virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
|
||||
virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
|
||||
|
||||
RageTimer m_timerGameplaySeconds;
|
||||
};
|
||||
|
||||
vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
|
||||
|
||||
Reference in New Issue
Block a user