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.
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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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