- tune down speedup near 100%
 - start slowing down at 50% if time is available
This commit is contained in:
Glenn Maynard
2007-03-18 19:53:20 +00:00
parent 642e2cac82
commit 3f32295bc9
+5 -6
View File
@@ -1788,17 +1788,16 @@ float ScreenGameplay::GetHasteRate()
fLife = max( fLife, pi->m_pLifeMeter->GetLife() );
}
/* Scale the music nonlinearly. Only slow the song down below 0.25, so we
* don't drag the music out too long. Stick at 1x up to 0.5, so we start
* at 1x if the life meter defaults to 0.5. Increase gradually up to 0.9.
/* Scale the music nonlinearly. Stick at 1x up to 0.5, so we start at 1x
* if the life meter defaults to 0.5. Increase gradually up to 0.9.
* Accelerate sharply above 0.9. */
float fSpeed = 1.0f;
if( fLife < 0.25f )
fSpeed = SCALE( fLife, 0.0f, 0.25f, 0.5f, 1.0f );
if( fLife < 0.50f )
fSpeed = SCALE( fLife, 0.0f, 0.50f, 0.5f, 1.0f );
else if( fLife > 0.5f && fLife < 0.9f )
fSpeed = SCALE( fLife, 0.5f, 0.9f, 1.0f, 1.25f );
else if( fLife >= 0.9f )
fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.5f );
fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.0f );
fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
if( STATSMAN->m_CurStageStats.m_fAccumulatedHaste <= 1 )