fix "search for nearest row finds already judged rows"

TNS_None on strum miss, not TNS_HitMine.  This was filling NoteData with tons of new notes
This commit is contained in:
Chris Danford
2006-10-30 12:59:15 +00:00
parent 9ef4cf40e0
commit 499444645c
+11 -3
View File
@@ -930,7 +930,11 @@ int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool b
while( !iter.IsAtEnd() )
{
//NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRowOfClosestNonEmptyRow, pn) )
if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iter.Row(), m_pPlayerState->m_PlayerNumber) )
{
iter++;
continue;
}
return iter.Row();
}
}
@@ -940,7 +944,11 @@ int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool b
while( !iter.IsAtEnd() )
{
//NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRowOfClosestNonEmptyRow, pn) )
if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iter.Row(), m_pPlayerState->m_PlayerNumber) )
{
iter++;
continue;
}
return iter.Row();
}
}
@@ -1278,7 +1286,7 @@ void Player::StepOrStrum( int col, int row, const RageTimer &tm, bool bHeld, boo
bNoteRowMatchesFrets &= bNoteMatchesFret;
}
if( !bNoteRowMatchesFrets )
score = TNS_HitMine;
score = TNS_None;
}
break;
case ButtonType_Step: