Added the BattleRaveMirror metric.

If you guys want your battles to not be mirrored/turned,
this is the metric to change. By default, it's on ITG
behavior.
This commit is contained in:
Jason Felds
2011-05-31 01:33:56 -04:00
parent 8a315634dc
commit 0d4f95eda1
3 changed files with 32 additions and 15 deletions
+10
View File
@@ -4,6 +4,16 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
________________________________________________________________________________
================================================================================
StepMania 5.0 ????????? | 20110???
--------------------------------------------------------------------------------
2011/05/31
----------
* [Player] Added the BattleRaveMirror metric. This determines if Battle and
Rave mode will have the two players with mirrored charts or not. By default,
this is set to true, preserving the ITG style behavior. [Wolfman2000]
================================================================================
StepMania 5.0 Preview 1 | 20110529
--------------------------------------------------------------------------------
+1
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@@ -1080,6 +1080,7 @@ PercentUntilColorCombo=0.25
ComboStoppedAt=50
AttackRunTimeRandom=6
AttackRunTimeMine=7
BattleRaveMirror=true
[PlayerOptions]
RandomSpeedChance=0.2
+21 -15
View File
@@ -198,6 +198,9 @@ ThemeMetric<int> COMBO_STOPPED_AT ( "Player", "ComboStoppedAt" );
ThemeMetric<float> ATTACK_RUN_TIME_RANDOM ( "Player", "AttackRunTimeRandom" );
ThemeMetric<float> ATTACK_RUN_TIME_MINE ( "Player", "AttackRunTimeMine" );
/** @brief Will battle modes have their steps mirrored or kept the same? */
ThemeMetric<bool> BATTLE_RAVE_MIRROR ( "Player", "BattleRaveMirror" );
float Player::GetWindowSeconds( TimingWindow tw )
{
float fSecs = m_fTimingWindowSeconds[tw];
@@ -558,23 +561,26 @@ void Player::Load()
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), st );
// shuffle either p1 or p2
static int count = 0;
switch( count )
if (BATTLE_RAVE_MIRROR)
{
case 0:
case 3:
NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::left);
break;
case 1:
case 2:
NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::right);
break;
default:
ASSERT(0);
// shuffle either p1 or p2
static int count = 0;
switch( count )
{
case 0:
case 3:
NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::left);
break;
case 1:
case 2:
NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::right);
break;
default:
ASSERT(0);
}
count++;
count %= 4;
}
count++;
count %= 4;
}
break;
}