attempting to clean up Player::Step. This just shifts the stuff to
ScreenGameplay::Update, but at least it keeps this logic out of Player ...
This commit is contained in:
@@ -152,7 +152,7 @@ void Player::Init(
|
||||
|
||||
void Player::Load( const NoteData& noteData )
|
||||
{
|
||||
m_iDCState = AS2D_IDLE;
|
||||
m_LastTapNoteScore = TNS_NONE;
|
||||
|
||||
m_iRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
|
||||
m_iMineRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
|
||||
@@ -911,16 +911,7 @@ void Player::Step( int col, const RageTimer &tm )
|
||||
OnRowCompletelyJudged( iIndexOverlappingNote );
|
||||
}
|
||||
|
||||
if( score == TNS_MISS || score == TNS_BOO )
|
||||
m_iDCState = AS2D_MISS;
|
||||
else if( score == TNS_GOOD || score == TNS_GREAT )
|
||||
m_iDCState = AS2D_GOOD;
|
||||
else if( score == TNS_PERFECT || score == TNS_MARVELOUS )
|
||||
{
|
||||
m_iDCState = AS2D_GREAT;
|
||||
if( m_pLifeMeter && m_pLifeMeter->GetLife() == 1.0f) // full life
|
||||
m_iDCState = AS2D_FEVER; // super celebrate time :)
|
||||
}
|
||||
m_LastTapNoteScore = score;
|
||||
}
|
||||
|
||||
if( m_pNoteField )
|
||||
@@ -1205,8 +1196,8 @@ void Player::HandleTapRowScore( unsigned row )
|
||||
|
||||
case TNS_MISS:
|
||||
++iCurMissCombo;
|
||||
m_iDCState = AS2D_MISS; // update dancing 2d characters that may have missed a note
|
||||
|
||||
m_LastTapNoteScore = TNS_MISS;
|
||||
|
||||
case TNS_GOOD:
|
||||
case TNS_BOO:
|
||||
if( iCurCombo > 50 )
|
||||
|
||||
Reference in New Issue
Block a user