Use NoAttacks vs StepAttacks.
This commit is contained in:
+14
-11
@@ -4516,20 +4516,23 @@ void ScreenEdit::SetupCourseAttacks()
|
||||
FOREACH( Attack, Attacks, attack )
|
||||
GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
|
||||
}
|
||||
else if (GAMESTATE->m_pCurSong &&
|
||||
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fStepAttack != 0 )
|
||||
else
|
||||
{
|
||||
AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
|
||||
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks :
|
||||
GAMESTATE->m_pCurSong->m_Attacks;
|
||||
|
||||
if (attacks.size() > 0)
|
||||
const PlayerOptions &p = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent();
|
||||
if (GAMESTATE->m_pCurSong && p.m_fNoAttack != 0 && p.m_fRandAttack != 0 )
|
||||
{
|
||||
FOREACH(Attack, attacks, attack)
|
||||
AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
|
||||
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks :
|
||||
GAMESTATE->m_pCurSong->m_Attacks;
|
||||
|
||||
if (attacks.size() > 0)
|
||||
{
|
||||
float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack->fStartSecond);
|
||||
if (fBeat >= GetBeat())
|
||||
GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
|
||||
FOREACH(Attack, attacks, attack)
|
||||
{
|
||||
float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack->fStartSecond);
|
||||
if (fBeat >= GetBeat())
|
||||
GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user