reinstate MaxRegenComboAfterMiss Preference

This preference existed in previous versions of StepMania (3.95, at least) and is needed to properly emulate certain games (namely, In The Groove).

This PR brings back the code as seen here: https://github.com/sigatrev/Stepmania-3.95/blob/4af304c51aeeedacd07f612d7f0e5ecaa81cce19/LifeMeterBar.cpp#L228-L233

Unlike in SM3.95, however, I've now set the default value to be 5, the same as the RegenComboAfterMiss.  If players don't change the value, they won't see any difference in behavior in SM5.

If players want, they can manually set the preference to 10 (or a value of their choosing) to emulate the game of their choice.
This commit is contained in:
Dan Guzek
2015-10-07 02:53:03 -04:00
parent f441d3a6f7
commit 3716468923
3 changed files with 11 additions and 3 deletions
+3 -2
View File
@@ -193,9 +193,10 @@ public:
Preference<float> m_fLifeDifficultyScale;
// Whoever added these: Please add a comment saying what they do. -Chris
Preference<int> m_iRegenComboAfterMiss;
Preference<int> m_iRegenComboAfterMiss; // combo that must be met after a Miss to regen life
Preference<int> m_iMaxRegenComboAfterMiss; // caps RegenComboAfterMiss if multiple Misses occur in rapid succession
Preference<bool> m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
Preference<bool> m_HarshHotLifePenalty; // See LifeMeterBar.cpp -Kyz
Preference<bool> m_HarshHotLifePenalty; // See LifeMeterBar.cpp -Kyz
Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
Preference<bool> m_bFailOffInBeginner;
Preference<bool> m_bFailOffForFirstStageEasy;