Too many variables declared in one place; scope them better.
This commit is contained in:
Glenn Maynard
2003-09-19 20:07:58 +00:00
parent 72e230dbb4
commit 12e5f297ab
+18 -13
View File
@@ -663,6 +663,8 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
* function is only called when a row is completed. */
/* Instead, use the last tap score (ala DDR). Using the minimum results in
* slightly more harsh scoring than DDR */
/* I'm not sure this is right, either. Can you really jump a boo and a perfect
* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
// TapNoteScore score = MinTapNoteScore(iIndexThatWasSteppedOn);
TapNoteScore score = LastTapNoteScore(iIndexThatWasSteppedOn);
ASSERT(score != TNS_NONE);
@@ -711,24 +713,27 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
{
//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
bool bFreeze;
float fMissIfOlderThanThisBeat;
float fThrowAway;
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze );
int iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
if( bFreeze )
int iMissIfOlderThanThisIndex;
{
/* iMissIfOlderThanThisIndex is a freeze. Include the index of the freeze,
* too. Otherwise we won't show misses for tap notes on freezes until the
* freeze finishes. */
iMissIfOlderThanThisIndex++;
const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
bool bFreeze;
float fMissIfOlderThanThisBeat;
float fThrowAway;
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze );
iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
if( bFreeze )
{
/* iMissIfOlderThanThisIndex is a freeze. Include the index of the freeze,
* too. Otherwise we won't show misses for tap notes on freezes until the
* freeze finishes. */
iMissIfOlderThanThisIndex++;
}
}
// Since this is being called every frame, let's not check the whole array every time.
// Instead, only check 10 elements back. Even 10 is overkill.
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
const int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );