Update comments

This commit is contained in:
teejusb
2023-06-10 16:11:01 -07:00
parent 3703f96ad8
commit 3d46637a2b
+5 -10
View File
@@ -170,7 +170,7 @@ static Preference<float> m_fTimingWindowJump ( "TimingWindowJump", 0.25 );
static Preference<float> m_fMaxInputLatencySeconds ( "MaxInputLatencySeconds", 0.0 );
static Preference<bool> g_bEnableAttackSoundPlayback ( "EnableAttackSounds", true );
static Preference<bool> g_bEnableMineSoundPlayback ( "EnableMineHitSound", true );
static Preference<int> g_iMinTnsToScoreTapNote ( "MinTnsToScoreTapNote", 3 ); // Default to great and above.
static Preference<int> g_iMinTnsToScoreTapNote ( "MinTnsToScoreTapNote", 3 ); // Default to great and above. Use -1 to indicate None.
/** @brief How much life is in a hold note when you start on it? */
ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
@@ -2521,15 +2521,10 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
pTN->result.earlyTns = score;
pTN->result.fEarlyTapNoteOffset = -fNoteOffset;
ChangeLife( score );
// TODO: This should maybe also trigger a judgment change and a score
// change on hit. If a player gets an early way off, and doesn't
// attempt to hit the arrow again, then they'll be met with a way off
// judgment instead of a miss which is weird behavior.
// We should give the user instant feedback when they get an EarlyHit,
// and then update the feedback if they manage to successfully re-hit
// the arrow. For now, we can just use the msg below to aid with this
// feedback.
// We don't want to trigger a JudgmentMessage since we use that to
// indicate "finalized" judgments. We handle that elsewhere so instead
// we introduce a new EarlyHitMessage to control the instant feedback
// we want to relay to to the player.
Message msg( "EarlyHit" );
msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber );
msg.SetParam( "TapNoteScore", score );