New metric: allow the color combo to activate whenever.

If x <= 0, the color combo starts at the beginning.
If x >= 1, it doesn't show up at all.
This commit is contained in:
Jason Felds
2010-03-26 10:46:09 -04:00
parent 4bbc834a8c
commit 49babda8d1
2 changed files with 4 additions and 2 deletions
+3 -2
View File
@@ -139,6 +139,7 @@ ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads
ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" );
ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
ThemeMetric<bool> PERCENT_UNTIL_COLOR_COMBO ( "Player", "PercentUntilColorCombo" );
float Player::GetWindowSeconds( TimingWindow tw )
{
@@ -3018,9 +3019,9 @@ void Player::SetCombo( int iCombo, int iMisses )
if( b1000Milestone )
this->PlayCommand( "ThousandMilestone" );
// don't show a colored combo until 1/4 of the way through the song
// don't show a colored combo until the specified point in the metrics.
bool bPastBeginning = (!GAMESTATE->IsCourseMode() || GAMESTATE->GetCourseSongIndex()>0) &&
GAMESTATE->m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds/4;
GAMESTATE->m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds * PERCENT_UNTIL_COLOR_COMBO;
if( m_bSendJudgmentAndComboMessages )
{