New branch: [sm5a2futures]
Want to make sure we don't cause conflicts for future 1a builds. This commit: change the sentinel for launching attacks immediately. This way, songs with negative gaps can have attacks work here. Thanks to Saturn for the assist.
This commit is contained in:
+4
-2
@@ -8,6 +8,8 @@ class PlayerState;
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/** @brief An action made against a Player to make things more difficult. */
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struct Attack
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{
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static const int ATTACK_STARTS_NOW = -10000;
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AttackLevel level;
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/**
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* @brief the starting point of this attack.
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@@ -25,14 +27,14 @@ struct Attack
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void MakeBlank()
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{
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level = ATTACK_LEVEL_1;
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fStartSecond = -1;
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fStartSecond = ATTACK_STARTS_NOW;
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fSecsRemaining = 0;
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sModifiers = RString();
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bOn = false;
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bGlobal = false;
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bShowInAttackList = true;
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}
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Attack(): level(ATTACK_LEVEL_1), fStartSecond(-1),
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Attack(): level(ATTACK_LEVEL_1), fStartSecond(ATTACK_STARTS_NOW),
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fSecsRemaining(0), sModifiers(RString()),
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bOn(false), bGlobal(false), bShowInAttackList(true)
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{} // MakeBlank() is effectively called here.
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+1
-1
@@ -2859,7 +2859,7 @@ void Player::UpdateJudgedRows()
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Attack attMineAttack;
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attMineAttack.sModifiers = ApplyRandomAttack();
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attMineAttack.fStartSecond = -1.0f;
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attMineAttack.fStartSecond = attMineAttack.ATTACK_STARTS_NOW;
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attMineAttack.fSecsRemaining = fAttackRunTime;
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m_pPlayerState->LaunchAttack( attMineAttack );
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+6
-6
@@ -63,10 +63,10 @@ void PlayerState::Update( float fDelta )
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{
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Attack &attack = m_ActiveAttacks[s];
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// -1 is the "starts now" sentinel value. You must add the attack
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// by calling GameState::LaunchAttack, or else the -1 won't be
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// You must add sattack by calling GameState::LaunchAttack,
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// or else the sentinel value won't be
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// converted into the current music time.
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ASSERT( attack.fStartSecond != -1 );
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ASSERT( attack.fStartSecond != attack.ATTACK_STARTS_NOW );
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bool bCurrentlyEnabled =
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attack.bGlobal ||
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@@ -111,12 +111,12 @@ void PlayerState::LaunchAttack( const Attack& a )
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Attack attack = a;
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/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
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/* If fStartSecond is the sentinel, it means "launch as soon as possible". For m_ActiveAttacks,
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* mark the real time it's starting (now), so Update() can know when the attack
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* started so it can be removed later. For m_ModsToApply, leave the -1 in,
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* started so it can be removed later. For m_ModsToApply, leave the sentinel in,
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* so Player::Update knows to apply attack transforms correctly. (yuck) */
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m_ModsToApply.push_back( attack );
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if( attack.fStartSecond == -1 )
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if( attack.fStartSecond == attack.ATTACK_STARTS_NOW )
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attack.fStartSecond = m_Position.m_fMusicSeconds;
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m_ActiveAttacks.push_back( attack );
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@@ -968,7 +968,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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Attack a = pi->m_asModifiersQueue[iSongIndex][i];
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if( a.fStartSecond != 0 )
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continue;
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a.fStartSecond = -1; // now
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a.fStartSecond = a.ATTACK_STARTS_NOW; // now
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PlayerOptions po;
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po.FromString( a.sModifiers );
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@@ -1018,7 +1018,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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{
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Attack a = pi->m_asModifiersQueue[iSongIndex][i];
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if( a.fStartSecond == 0 )
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a.fStartSecond = -1; // now
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a.fStartSecond = a.ATTACK_STARTS_NOW; // now
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pi->GetPlayerState()->LaunchAttack( a );
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GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
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