[splittiming] Fix Player.cpp (198)
This commit is contained in:
+13
-13
@@ -919,12 +919,12 @@ void Player::Update( float fDeltaTime )
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/* We want to send the crossed row message exactly when we cross the row--not
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/* We want to send the crossed row message exactly when we cross the row--not
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* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
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* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
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* rounding, autoplay steps early. -glenn */
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* rounding, autoplay steps early. -glenn */
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const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat );
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if( iRowNow >= 0 )
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if( iRowNow >= 0 )
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{
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{
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if( GAMESTATE->IsPlayerEnabled(m_pPlayerState) )
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if( GAMESTATE->IsPlayerEnabled(m_pPlayerState) )
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{
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{
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if(GAMESTATE->m_bDelay)
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if(m_pPlayerState->m_Position.m_bDelay)
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{
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{
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if( !m_bDelay )
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if( !m_bDelay )
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m_bDelay = true;
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m_bDelay = true;
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@@ -1652,7 +1652,7 @@ void Player::Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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}
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}
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// Handle hammer-ons and pull-offs
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// Handle hammer-ons and pull-offs
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const float fPositionSeconds = GAMESTATE->m_fMusicSeconds - tm.Ago();
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const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - tm.Ago();
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int iHopoCol = -1;
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int iHopoCol = -1;
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bool bDoHopo =
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bool bDoHopo =
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m_pPlayerState->m_fLastHopoNoteMusicSeconds != -1 &&
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m_pPlayerState->m_fLastHopoNoteMusicSeconds != -1 &&
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@@ -1705,7 +1705,7 @@ void Player::Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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// Check if this fret breaks all active holds.
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// Check if this fret breaks all active holds.
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if( !bRelease )
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if( !bRelease )
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{
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{
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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const float fSongBeat = m_pPlayerState->m_Position.m_fSongBeat;
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const int iSongRow = BeatToNoteRow( fSongBeat );
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const int iSongRow = BeatToNoteRow( fSongBeat );
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int iMaxHoldCol = -1;
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int iMaxHoldCol = -1;
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@@ -1747,7 +1747,7 @@ void Player::Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRel
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DoStrumMiss();
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DoStrumMiss();
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}
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}
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m_pPlayerState->m_fLastStrumMusicSeconds = GAMESTATE->m_fMusicSeconds;
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m_pPlayerState->m_fLastStrumMusicSeconds = m_pPlayerState->m_Position.m_fMusicSeconds;
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StepStrumHopo( col, row, tm, bHeld, bRelease, ButtonType_StrumFretsChanged );
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StepStrumHopo( col, row, tm, bHeld, bRelease, ButtonType_StrumFretsChanged );
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}
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}
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@@ -1796,7 +1796,7 @@ void Player::ScoreAllActiveHoldsLetGo()
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{
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{
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if( PENALIZE_TAP_SCORE_NONE )
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if( PENALIZE_TAP_SCORE_NONE )
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{
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{
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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const float fSongBeat = m_pPlayerState->m_Position.m_fSongBeat;
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const int iSongRow = BeatToNoteRow( fSongBeat );
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const int iSongRow = BeatToNoteRow( fSongBeat );
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// Score all active holds to NotHeld
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// Score all active holds to NotHeld
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@@ -1859,8 +1859,8 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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// Do everything that depends on a RageTimer here;
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// Do everything that depends on a RageTimer here;
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// set your breakpoints somewhere after this block.
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// set your breakpoints somewhere after this block.
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const float fLastBeatUpdate = GAMESTATE->m_LastBeatUpdate.Ago();
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const float fLastBeatUpdate = m_pPlayerState->m_Position.m_LastBeatUpdate.Ago();
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const float fPositionSeconds = GAMESTATE->m_fMusicSeconds - tm.Ago();
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const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - tm.Ago();
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const float fTimeSinceStep = tm.Ago();
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const float fTimeSinceStep = tm.Ago();
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switch( pbt )
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switch( pbt )
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@@ -1875,7 +1875,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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break;
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break;
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}
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}
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fSongBeat = m_pPlayerState->m_Position.m_fSongBeat;
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if( GAMESTATE->m_pCurSong )
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if( GAMESTATE->m_pCurSong )
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{
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{
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@@ -2059,7 +2059,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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/* GAMESTATE->m_fMusicSeconds is the music time as of GAMESTATE->m_LastBeatUpdate. Figure
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/* GAMESTATE->m_fMusicSeconds is the music time as of GAMESTATE->m_LastBeatUpdate. Figure
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* out what the music time is as of now. */
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* out what the music time is as of now. */
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const float fCurrentMusicSeconds = GAMESTATE->m_fMusicSeconds + (fLastBeatUpdate*GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate);
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const float fCurrentMusicSeconds = m_pPlayerState->m_Position.m_fMusicSeconds + (fLastBeatUpdate*GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate);
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// ... which means it happened at this point in the music:
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// ... which means it happened at this point in the music:
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const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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@@ -2568,7 +2568,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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{
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{
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//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisRow;
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int iMissIfOlderThanThisRow;
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const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
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const float fEarliestTime = m_pPlayerState->m_Position.m_fMusicSeconds - fMissIfOlderThanSeconds;
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{
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{
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bool bFreeze, bDelay;
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bool bFreeze, bDelay;
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float fMissIfOlderThanThisBeat;
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float fMissIfOlderThanThisBeat;
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@@ -2621,7 +2621,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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void Player::UpdateJudgedRows()
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void Player::UpdateJudgedRows()
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{
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{
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const int iEndRow = BeatToNoteRow( GAMESTATE->m_fSongBeat );
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const int iEndRow = BeatToNoteRow( m_pPlayerState->m_Position.m_fSongBeat );
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bool bAllJudged = true;
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bool bAllJudged = true;
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const bool bSeparately = GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately;
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const bool bSeparately = GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately;
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@@ -3268,7 +3268,7 @@ void Player::SetCombo( int iCombo, int iMisses )
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}
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}
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else
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else
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{
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{
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bPastBeginning = GAMESTATE->m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds * PERCENT_UNTIL_COLOR_COMBO;
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bPastBeginning = m_pPlayerState->m_Position.m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds * PERCENT_UNTIL_COLOR_COMBO;
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}
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}
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if( m_bSendJudgmentAndComboMessages )
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if( m_bSendJudgmentAndComboMessages )
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