possible fix for handling of delays in autoplay. may also fix things elsewhere (editor?), but that is untested. autoplay seemed to work well with uprock (the song) so I have no complaints.

This commit is contained in:
AJ Kelly
2010-02-10 03:28:13 -06:00
parent c45d0c89c7
commit 0f63c3d957
+18 -7
View File
@@ -735,9 +735,6 @@ void Player::Update( float fDeltaTime )
DoStrumMiss();
}
// Check for TapNote misses
UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
// update pressed flag
const int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
ASSERT_M( iNumCols <= MAX_COLS_PER_PLAYER, ssprintf("%i > %i", iNumCols, MAX_COLS_PER_PLAYER) );
@@ -870,12 +867,23 @@ void Player::Update( float fDeltaTime )
{
if( GAMESTATE->IsPlayerEnabled(m_pPlayerState) )
{
if(m_bDelay)
if(GAMESTATE->m_bDelay)
{
CrossedRows( iRowNow-1, now );
m_bDelay = false;
if( !m_bDelay )
m_bDelay = true;
}
else
{
if(m_bDelay)
{
if(m_pPlayerState->m_PlayerController != PC_HUMAN)
{
CrossedRows( iRowNow-1, now );
}
m_bDelay = false;
}
CrossedRows( iRowNow, now );
}
CrossedRows( iRowNow, now );
}
}
}
@@ -883,6 +891,9 @@ void Player::Update( float fDeltaTime )
// Check for completely judged rows.
UpdateJudgedRows();
// Check for TapNote misses
UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
// process transforms that are waiting to be applied
ApplyWaitingTransforms();
}