sm-ssc v1.0 Public Beta 1 code changes

This commit is contained in:
AJ Kelly
2010-03-01 00:44:39 -06:00
parent 42baa6f3f9
commit 02c7037721
40 changed files with 481 additions and 494 deletions
+10 -5
View File
@@ -644,8 +644,8 @@ void Player::Update( float fDeltaTime )
if( fCurrentGameTime > 1.0f )
{
/* Update the attack if there are no others currently running.
* Note that we have a new one activate a little early; this is to have a bit
* of overlap rather than an abrupt change */
* Note that we have a new one activate a little early; This is
* to have a bit of overlap rather than an abrupt change. */
if( (fCurrentGameTime - m_fActiveRandomAttackStart) > (fAttackRunTime - 0.5f) )
{
m_fActiveRandomAttackStart = fCurrentGameTime;
@@ -2443,8 +2443,9 @@ void Player::UpdateJudgedRows()
setSounds.insert( &m_soundMine );
/* Attack Mines:
* Only difference is these launch an attack rather than affecting the lifebar. All the
* other mine impacts (score, dance points, etc.) are still applied. */
* Only difference is these launch an attack rather than affecting
* the lifebar. All the other mine impacts (score, dance points,
* etc.) are still applied. */
if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
{
// Should we hardcode this, or make it a preference/theme metric? ~ Mike
@@ -3019,7 +3020,11 @@ RString Player::ApplyRandomAttack()
if( GAMESTATE->m_RandomAttacks.size() < 1 )
return "";
int iAttackToUse = rand() % GAMESTATE->m_RandomAttacks.size();
//int iAttackToUse = rand() % GAMESTATE->m_RandomAttacks.size();
DateTime now = DateTime::GetNowDate();
int iSeed = now.tm_hour * now.tm_min * now.tm_sec * now.tm_mday;
RandomGen rnd( GAMESTATE->m_iStageSeed * iSeed );
int iAttackToUse = rnd() % GAMESTATE->m_RandomAttacks.size();
return GAMESTATE->m_RandomAttacks[iAttackToUse];
}