quick fix to disable affect of tilde in survival

This commit is contained in:
Chris Danford
2006-09-21 01:58:30 +00:00
parent e0a68a235e
commit 0012857bfd
2 changed files with 9 additions and 3 deletions
+7 -3
View File
@@ -1666,14 +1666,18 @@ void ScreenGameplay::Update( float fDeltaTime )
// //
// Update living players' alive time // 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 ) FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
if( !pi->GetPlayerStageStats()->bFailed ) 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 // 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 ) 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 // Check for end of song
+2
View File
@@ -224,6 +224,8 @@ protected:
vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0; virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; } 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 ); vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );