tweak:
- tune down speedup near 100% - start slowing down at 50% if time is available
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@@ -1788,17 +1788,16 @@ float ScreenGameplay::GetHasteRate()
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fLife = max( fLife, pi->m_pLifeMeter->GetLife() );
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}
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/* Scale the music nonlinearly. Only slow the song down below 0.25, so we
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* don't drag the music out too long. Stick at 1x up to 0.5, so we start
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* at 1x if the life meter defaults to 0.5. Increase gradually up to 0.9.
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/* Scale the music nonlinearly. Stick at 1x up to 0.5, so we start at 1x
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* if the life meter defaults to 0.5. Increase gradually up to 0.9.
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* Accelerate sharply above 0.9. */
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float fSpeed = 1.0f;
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if( fLife < 0.25f )
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fSpeed = SCALE( fLife, 0.0f, 0.25f, 0.5f, 1.0f );
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if( fLife < 0.50f )
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fSpeed = SCALE( fLife, 0.0f, 0.50f, 0.5f, 1.0f );
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else if( fLife > 0.5f && fLife < 0.9f )
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fSpeed = SCALE( fLife, 0.5f, 0.9f, 1.0f, 1.25f );
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else if( fLife >= 0.9f )
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fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.5f );
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fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.0f );
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fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
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if( STATSMAN->m_CurStageStats.m_fAccumulatedHaste <= 1 )
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