experimental GH-style hold scoring

This commit is contained in:
Chris Danford
2007-01-05 01:20:32 +00:00
parent 35e4d3c295
commit 306cdf7ab5
7 changed files with 40 additions and 7 deletions
+10
View File
@@ -741,6 +741,16 @@ void Player::Update( float fDeltaTime )
}
}
// TODO: Cap the active time passed to the score keeper to the actual start time and end time of the hold.
if( tn.HoldResult.bActive )
{
float fSecondsActiveSinceLastUpdate = fDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
if( m_pPrimaryScoreKeeper )
m_pPrimaryScoreKeeper->HandleHoldActiveSeconds( fSecondsActiveSinceLastUpdate );
if( m_pSecondaryScoreKeeper )
m_pSecondaryScoreKeeper->HandleHoldActiveSeconds( fSecondsActiveSinceLastUpdate );
}
/* check for LetGo. If the head was missed completely, don't count an LetGo. */
if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
hns = HNS_LetGo;