TapSteps -> TapNotes
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@@ -392,7 +392,7 @@ void NoteDataUtil::RemoveHoldNotes(NoteData &in, float fStartBeat, float fEndBea
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int iStartIndex = BeatToNoteRow( fStartBeat );
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int iEndIndex = BeatToNoteRow( fEndBeat );
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// turn all the HoldNotes into TapSteps
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// turn all the HoldNotes into TapNotes
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for( int i=in.GetNumHoldNotes()-1; i>=0; i-- ) // iterate backwards so we can delete
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{
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const HoldNote hn = in.GetHoldNote( i );
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@@ -410,7 +410,7 @@ void NoteDataUtil::RemoveSimultaneousNotes(NoteData &in, int iMaxSimultaneous, f
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int iStartIndex = BeatToNoteRow( fStartBeat );
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int iEndIndex = BeatToNoteRow( fEndBeat );
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// turn all the HoldNotes into TapSteps
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// turn all the HoldNotes into TapNotes
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for( int r=iStartIndex; r<=iEndIndex; r++ ) // iterate backwards so we can delete
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{
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if( in.IsRowEmpty(r) )
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@@ -629,7 +629,7 @@ static void SuperShuffleTaps( NoteData &in, int iStartIndex, int iEndIndex )
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{
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/* We already did the normal shuffling code above, which did a good job
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* of shuffling HoldNotes without creating impossible patterns.
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* Now, go in and shuffle the TapSteps per-row.
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* Now, go in and shuffle the TapNotes per-row.
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*
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* This is only called by NoteDataUtil::Turn. "in" is in 4s, and iStartIndex
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* and iEndIndex are in range. */
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@@ -1192,7 +1192,7 @@ void NoteDataUtil::SnapToNearestNoteType( NoteData &in, NoteType nt1, NoteType n
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in.ConvertHoldNotesTo2sAnd3s();
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// iterate over all TapSteps in the interval and snap them
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// iterate over all TapNotes in the interval and snap them
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for( int i=iNoteIndexBegin; i<=iNoteIndexEnd; i++ )
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{
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int iOldIndex = i;
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@@ -1218,7 +1218,7 @@ void NoteDataUtil::SnapToNearestNoteType( NoteData &in, NoteType nt1, NoteType n
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const TapNote oldnote = in.GetTapNote(c, iNewIndex);
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if( note == TAP_TAP &&
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(oldnote == TAP_HOLD_HEAD || oldnote == TAP_HOLD_TAIL) )
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continue; // HoldNotes override TapSteps
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continue; // HoldNotes override TapNotes
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/* If two hold note boundaries are getting snapped together,
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* merge them. */
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