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.
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+3
-2
@@ -139,6 +139,7 @@ ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads
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ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
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ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" );
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ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
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ThemeMetric<bool> PERCENT_UNTIL_COLOR_COMBO ( "Player", "PercentUntilColorCombo" );
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float Player::GetWindowSeconds( TimingWindow tw )
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{
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@@ -3018,9 +3019,9 @@ void Player::SetCombo( int iCombo, int iMisses )
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if( b1000Milestone )
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this->PlayCommand( "ThousandMilestone" );
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// don't show a colored combo until 1/4 of the way through the song
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// don't show a colored combo until the specified point in the metrics.
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bool bPastBeginning = (!GAMESTATE->IsCourseMode() || GAMESTATE->GetCourseSongIndex()>0) &&
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GAMESTATE->m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds/4;
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GAMESTATE->m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds * PERCENT_UNTIL_COLOR_COMBO;
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if( m_bSendJudgmentAndComboMessages )
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{
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