added GetHasteRate method, made GiveUpSeconds a metric
without haste rate, it's impossible to display an accurate BPM. Give up time should be controllable.
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@@ -335,6 +335,7 @@ void ScreenGameplay::Init()
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GIVE_UP_START_TEXT.Load( m_sName, "GiveUpStartText" );
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GIVE_UP_BACK_TEXT.Load( m_sName, "GiveUpBackText" );
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GIVE_UP_ABORTED_TEXT.Load( m_sName, "GiveUpAbortedText" );
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GIVE_UP_SECONDS.Load( m_sName, "GiveUpSeconds" );
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MUSIC_FADE_OUT_SECONDS.Load( m_sName, "MusicFadeOutSeconds" );
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OUT_TRANSITION_LENGTH.Load( m_sName, "OutTransitionLength" );
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COURSE_TRANSITION_LENGTH.Load( m_sName, "CourseTransitionLength" );
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@@ -1805,9 +1806,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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// update give up
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > GIVE_UP_SECONDS;
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bool bAllHumanHaveBigMissCombo = true;
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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@@ -2865,7 +2866,8 @@ public:
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}
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static int PauseGame( T* p, lua_State *L ) { p->Pause( BArg(1)); return 0; }
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static int IsPaused( T* p, lua_State *L ) { lua_pushboolean( L, p->IsPaused() ); return 1; }
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static int GetHasteRate( T* p, lua_State *L ) { lua_pushnumber( L, p->GetHasteRate() ); return 1; }
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LunaScreenGameplay()
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{
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ADD_METHOD( GetNextCourseSong );
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@@ -2876,6 +2878,7 @@ public:
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// sm-ssc additions:
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ADD_METHOD( PauseGame );
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ADD_METHOD( IsPaused );
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ADD_METHOD( GetHasteRate );
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}
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};
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