sm-ssc v1.0 Public Beta 1 code changes
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+10
-5
@@ -644,8 +644,8 @@ void Player::Update( float fDeltaTime )
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if( fCurrentGameTime > 1.0f )
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{
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/* Update the attack if there are no others currently running.
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* Note that we have a new one activate a little early; this is to have a bit
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* of overlap rather than an abrupt change */
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* Note that we have a new one activate a little early; This is
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* to have a bit of overlap rather than an abrupt change. */
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if( (fCurrentGameTime - m_fActiveRandomAttackStart) > (fAttackRunTime - 0.5f) )
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{
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m_fActiveRandomAttackStart = fCurrentGameTime;
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@@ -2443,8 +2443,9 @@ void Player::UpdateJudgedRows()
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setSounds.insert( &m_soundMine );
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/* Attack Mines:
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* Only difference is these launch an attack rather than affecting the lifebar. All the
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* other mine impacts (score, dance points, etc.) are still applied. */
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* Only difference is these launch an attack rather than affecting
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* the lifebar. All the other mine impacts (score, dance points,
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* etc.) are still applied. */
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if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
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{
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// Should we hardcode this, or make it a preference/theme metric? ~ Mike
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@@ -3019,7 +3020,11 @@ RString Player::ApplyRandomAttack()
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if( GAMESTATE->m_RandomAttacks.size() < 1 )
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return "";
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int iAttackToUse = rand() % GAMESTATE->m_RandomAttacks.size();
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//int iAttackToUse = rand() % GAMESTATE->m_RandomAttacks.size();
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DateTime now = DateTime::GetNowDate();
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int iSeed = now.tm_hour * now.tm_min * now.tm_sec * now.tm_mday;
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RandomGen rnd( GAMESTATE->m_iStageSeed * iSeed );
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int iAttackToUse = rnd() % GAMESTATE->m_RandomAttacks.size();
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return GAMESTATE->m_RandomAttacks[iAttackToUse];
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}
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