Cleanup.
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@@ -727,16 +727,16 @@ bool GameState::IsExtraStage2() const
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Stage GameState::GetCurrentStage() const
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{
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if( m_bDemonstrationOrJukebox ) return STAGE_DEMO;
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if( m_bDemonstrationOrJukebox ) return STAGE_DEMO;
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// "event" has precedence
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else if( GAMESTATE->IsEventMode() ) return STAGE_EVENT;
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else if( GAMESTATE->IsEventMode() ) return STAGE_EVENT;
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else if( m_PlayMode == PLAY_MODE_ONI ) return STAGE_ONI;
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else if( m_PlayMode == PLAY_MODE_NONSTOP ) return STAGE_NONSTOP;
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else if( m_PlayMode == PLAY_MODE_ENDLESS ) return STAGE_ENDLESS;
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else if( IsFinalStage() ) return STAGE_FINAL;
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else if( IsExtraStage() ) return STAGE_EXTRA1;
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else if( IsExtraStage2() ) return STAGE_EXTRA2;
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else return (Stage)(STAGE_1+m_iCurrentStageIndex);
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else if( IsFinalStage() ) return STAGE_FINAL;
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else if( IsExtraStage() ) return STAGE_EXTRA1;
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else if( IsExtraStage2() ) return STAGE_EXTRA2;
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else return (Stage)(STAGE_1+m_iCurrentStageIndex);
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}
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// Return true if it's possible for GetCurrentStage() to return the given stage.
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@@ -330,13 +330,12 @@ void LifeMeterBar::DrawPrimitives()
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ActorFrame::DrawPrimitives();
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}
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#include "RageLog.h"
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void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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const int total, int ProgressiveLifebarDifficulty)
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void LifeMeterBar::UpdateNonstopLifebar( const int cleared, const int total, int ProgressiveLifebarDifficulty )
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{
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// if (cleared > total) cleared = total; // clear/total <= 1
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// if (total == 0) total = 1; // no division by 0
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if (GAMESTATE->IsAnExtraStage())
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if( GAMESTATE->IsAnExtraStage() )
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{ // extra stage is its own thing, should not be progressive
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// and it should be as difficult as life 4
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// (e.g. it should not depend on life settings)
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@@ -356,12 +355,13 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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return;
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} */
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if (total > 1)
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if( total > 1 )
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(ProgressiveLifebarDifficulty * cleared / (total - 1));
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else
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * ProgressiveLifebarDifficulty;
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if (m_fLifeDifficulty >= 0.4) return;
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if( m_fLifeDifficulty >= 0.4f )
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return;
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/*
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* Approximate deductions for a miss
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@@ -393,13 +393,13 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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// about 20% of your lifebar); at 0.2 it would be 40%, which
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// is too harsh at one difficulty level higher. Override.
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int m_iLifeDifficulty = int((1.8f - m_fLifeDifficulty)/0.2f);
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int m_iLifeDifficulty = int( (1.8f - m_fLifeDifficulty)/0.2f );
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// first eight values don't matter
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float DifficultyValues[16] = {0,0,0,0,0,0,0,0,
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0.3f, 0.25f, 0.2f, 0.16f, 0.14f, 0.12f, 0.10f, 0.08f};
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if (m_iLifeDifficulty >= 16)
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if( m_iLifeDifficulty >= 16 )
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{
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// judge 16 or higher
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m_fLifeDifficulty = 0.04f;
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@@ -410,7 +410,7 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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return;
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}
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void LifeMeterBar::FillForHowToPlay(int NumW2s, int NumMisses)
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void LifeMeterBar::FillForHowToPlay( int NumW2s, int NumMisses )
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{
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m_iProgressiveLifebar = 0; // disable progressive lifebar
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