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
+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;
}