Comment.
Too many variables declared in one place; scope them better.
This commit is contained in:
@@ -663,6 +663,8 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
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* function is only called when a row is completed. */
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* function is only called when a row is completed. */
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/* Instead, use the last tap score (ala DDR). Using the minimum results in
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/* Instead, use the last tap score (ala DDR). Using the minimum results in
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* slightly more harsh scoring than DDR */
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* slightly more harsh scoring than DDR */
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/* I'm not sure this is right, either. Can you really jump a boo and a perfect
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* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
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// TapNoteScore score = MinTapNoteScore(iIndexThatWasSteppedOn);
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// TapNoteScore score = MinTapNoteScore(iIndexThatWasSteppedOn);
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TapNoteScore score = LastTapNoteScore(iIndexThatWasSteppedOn);
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TapNoteScore score = LastTapNoteScore(iIndexThatWasSteppedOn);
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ASSERT(score != TNS_NONE);
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ASSERT(score != TNS_NONE);
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@@ -711,13 +713,15 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
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void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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{
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{
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//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisIndex;
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{
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const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
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const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
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bool bFreeze;
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bool bFreeze;
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float fMissIfOlderThanThisBeat;
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float fMissIfOlderThanThisBeat;
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float fThrowAway;
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float fThrowAway;
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze );
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze );
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int iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
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iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
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if( bFreeze )
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if( bFreeze )
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{
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{
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/* iMissIfOlderThanThisIndex is a freeze. Include the index of the freeze,
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/* iMissIfOlderThanThisIndex is a freeze. Include the index of the freeze,
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@@ -725,10 +729,11 @@ void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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* freeze finishes. */
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* freeze finishes. */
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iMissIfOlderThanThisIndex++;
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iMissIfOlderThanThisIndex++;
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}
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}
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}
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// Since this is being called every frame, let's not check the whole array every time.
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// Since this is being called every frame, let's not check the whole array every time.
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// Instead, only check 10 elements back. Even 10 is overkill.
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// Instead, only check 10 elements back. Even 10 is overkill.
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int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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const int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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