I'd prefer to get rid of the StyleInput versions of INPUTMAPPER
calls, and just pass in GameInputs and leave conversion to the
users (which aren't many).  The MultiPlayer hack makes this
hard, though, where we pass in the MultiPlayer to check; that
affects the underlying DeviceInput that's constructed.
This commit is contained in:
Glenn Maynard
2006-09-13 00:59:44 +00:00
parent 2f6aaf940f
commit 2faf8f9135
+1 -1
View File
@@ -1007,7 +1007,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, pn );
const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
const float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, pn );
if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
iNumTracksHeld++;
}