From 2182b443554ebe9ace1ff3889d5c9eb2bad9375b Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Sun, 20 Feb 2011 12:38:56 -0500 Subject: [PATCH] Add some docs to the metrics. To be honest, I think these metrics should be placed inside the Player class. It would make it more consistent and easier to find in the docs. I may move them later. --- src/Player.cpp | 29 +++++++++++++++++++++++++++++ 1 file changed, 29 insertions(+) diff --git a/src/Player.cpp b/src/Player.cpp index 944489856d..9a9515742f 100644 --- a/src/Player.cpp +++ b/src/Player.cpp @@ -131,14 +131,43 @@ ThemeMetric INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" ); ThemeMetric MAX_HOLD_LIFE ( "Player", "MaxHoldLife" ); // sm-ssc addition ThemeMetric PENALIZE_TAP_SCORE_NONE ( "Player", "PenalizeTapScoreNone" ); ThemeMetric JUDGE_HOLD_NOTES_ON_SAME_ROW_TOGETHER ( "Player", "JudgeHoldNotesOnSameRowTogether" ); +/** + * @brief Does StepMania use checkpoint judgments when interacting with holds? + * + * If set to true, checkpoint judgments are in use, similar to the Pump It Up + * series. If set to false, no such judgments are used. */ ThemeMetric HOLD_CHECKPOINTS ( "Player", "HoldCheckpoints" ); +/** + * @brief If using checkpoints, are the song's TickcountSegments used? + * + * If set to true, the checkpoints rely on the data found in the TickcountSegments. + * This is used via the #%TICKCOUNTS tag. */ ThemeMetric CHECKPOINTS_USE_TICKCOUNTS ( "Player", "CheckpointsUseTickcounts" ); +/** + * @brief If using checkpoints, are the song's TimeSignatureSegments used? + * + * If set to true AND CheckpointsUseTickcounts is set to false, the TimeSignatureSegments + * are used to determine how often the checkpoints are found. + * + * It should be noted that this is a deprecated metric. */ ThemeMetric CHECKPOINTS_USE_TIME_SIGNATURES ( "Player", "CheckpointsUseTimeSignatures" ); ThemeMetric CHECKPOINTS_FLASH_ON_HOLD ( "Player", "CheckpointsFlashOnHold" ); // sm-ssc addition ThemeMetric IMMEDIATE_HOLD_LET_GO ( "Player", "ImmediateHoldLetGo" ); +/** + * @brief Must a Player step on a hold head for a hold to activate? + * + * If set to true, the Player must step on a hold head in order for the hold to activate. + * If set to false, merely holding your foot down as the hold head approaches will suffice. */ ThemeMetric REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads" ); ThemeMetric REQUIRE_STEP_ON_MINES ( "Player", "RequireStepOnMines" ); //ThemeMetric HOLD_TRIGGERS_TAP_NOTES ( "Player", "HoldTriggersTapNotes" ); // parastar stuff; leave in though +/** + * @brief Does repeatedly stepping on a roll to keep it alive increment the combo? + * + * If set to true, repeatedly stepping on a roll will increment the combo. + * If set to false, only the roll head causes the combo to be incremented. + * + * For those wishing to make a theme very accurate to In The Groove 2, set this to false. */ ThemeMetric ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" ); ThemeMetric CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" ); ThemeMetric SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition