Force minimal time gain for survival.

Granted, don't think the course mode works yet.
This commit is contained in:
Jason Felds
2010-01-28 23:12:04 -05:00
parent ee0f54a4ca
commit 31a694abfe
2 changed files with 6 additions and 2 deletions
+1 -1
View File
@@ -377,9 +377,9 @@ DancePointsP2OffCommand=
[LifeMeterTime]
DangerThreshold=0.3
InitialValue=0.5
#
MeterWidth=0.0
MeterHeight=0.0
MinLifeTime=1.0
[LyricDisplay]
LyricFrontChangedCommand=LyricCommand,"Front"
+5 -1
View File
@@ -17,6 +17,7 @@ static ThemeMetric<float> METER_WIDTH ("LifeMeterTime","MeterWidth");
static ThemeMetric<float> METER_HEIGHT ("LifeMeterTime","MeterHeight");
static ThemeMetric<float> DANGER_THRESHOLD ("LifeMeterTime","DangerThreshold");
static ThemeMetric<float> INITIAL_VALUE ("LifeMeterTime","InitialValue");
static ThemeMetric<float> MIN_LIFE_TIME ("LifeMeterTime","MinLifeTime");
static const float g_fTimeMeterSecondsChangeInit[] =
{
@@ -92,7 +93,10 @@ void LifeMeterTime::OnLoadSong()
ASSERT( pCourse );
float fOldLife = m_fLifeTotalLostSeconds;
m_fLifeTotalGainedSeconds += pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
float fGainSeconds = pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
if( MIN_LIFE_TIME > fGainSeconds )
fGainSeconds = MIN_LIFE_TIME;
m_fLifeTotalGainedSeconds += fGainSeconds;
m_soundGainLife.Play();
SendLifeChangedMessage( fOldLife, TapNoteScore_Invalid, HoldNoteScore_Invalid );
}