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+5
-10
@@ -170,7 +170,7 @@ static Preference<float> m_fTimingWindowJump ( "TimingWindowJump", 0.25 );
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static Preference<float> m_fMaxInputLatencySeconds ( "MaxInputLatencySeconds", 0.0 );
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static Preference<bool> g_bEnableAttackSoundPlayback ( "EnableAttackSounds", true );
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static Preference<bool> g_bEnableMineSoundPlayback ( "EnableMineHitSound", true );
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static Preference<int> g_iMinTnsToScoreTapNote ( "MinTnsToScoreTapNote", 3 ); // Default to great and above.
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static Preference<int> g_iMinTnsToScoreTapNote ( "MinTnsToScoreTapNote", 3 ); // Default to great and above. Use -1 to indicate None.
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/** @brief How much life is in a hold note when you start on it? */
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ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
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@@ -2521,15 +2521,10 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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pTN->result.earlyTns = score;
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pTN->result.fEarlyTapNoteOffset = -fNoteOffset;
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ChangeLife( score );
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// TODO: This should maybe also trigger a judgment change and a score
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// change on hit. If a player gets an early way off, and doesn't
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// attempt to hit the arrow again, then they'll be met with a way off
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// judgment instead of a miss which is weird behavior.
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// We should give the user instant feedback when they get an EarlyHit,
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// and then update the feedback if they manage to successfully re-hit
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// the arrow. For now, we can just use the msg below to aid with this
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// feedback.
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// We don't want to trigger a JudgmentMessage since we use that to
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// indicate "finalized" judgments. We handle that elsewhere so instead
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// we introduce a new EarlyHitMessage to control the instant feedback
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// we want to relay to to the player.
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Message msg( "EarlyHit" );
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msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber );
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msg.SetParam( "TapNoteScore", score );
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