Hide mines that have been avoided so that TNS_AvoidMine isn't spammed every frame.

This commit is contained in:
Kyzentun Keeslala
2015-09-02 21:34:32 -06:00
parent 21055df4a9
commit 0bb382f689
+7 -1
View File
@@ -2790,7 +2790,6 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
if( tn.type == TapNoteType_Mine )
{
tn.result.tns = TNS_AvoidMine;
/* The only real way to tell if a mine has been scored is if it has disappeared
* but this only works for hit mines so update the scores for avoided mines here. */
if( m_pPrimaryScoreKeeper )
@@ -2896,6 +2895,7 @@ void Player::UpdateJudgedRows()
continue;
case TNS_AvoidMine:
SetMineJudgment( tn.result.tns , iter.Track() );
tn.result.bHidden= true;
continue;
case TNS_HitMine:
SetMineJudgment( tn.result.tns , iter.Track() );
@@ -2939,6 +2939,12 @@ void Player::UpdateJudgedRows()
m_pSecondaryScoreKeeper->HandleTapScore( tn );
tn.result.bHidden = true;
}
// If we hit the end of the loop, m_pIterUnjudgedMineRows needs to be
// updated. -Kyz
if((iter.IsAtEnd() || iLastSeenRow == iEndRow) && bAllJudged)
{
*m_pIterUnjudgedMineRows= iter;
}
FOREACHS( RageSound *, setSounds, s )
{