New metric: ImmediateCheckpointMiss. Deals with taking your foot off of a checkpoint hold. If true, you miss checkpoints near instantaneous. If false, TimingWindowSecondsHold in Preferences dictates how much time you have left to put your foot back down.
This commit is contained in:
@@ -2387,6 +2387,7 @@ CheckpointsUseTimeSignatures=false
|
||||
InitialHoldLife=1
|
||||
RollBodyIncrementsCombo=true
|
||||
CheckpointsTapsSeparateJudgment=true
|
||||
ImmediateCheckpointMiss=false
|
||||
|
||||
[PlayerShared]
|
||||
Fallback="Player"
|
||||
|
||||
@@ -23,6 +23,7 @@ ImmediateHoldLetGo=false
|
||||
RollBodyIncrementsCombo=false
|
||||
InitialHoldLife=1
|
||||
CheckpointsTapsSeparateJudgment=false
|
||||
ImmediateCheckpointMiss=true
|
||||
|
||||
[ScreenGameplay]
|
||||
FailOnMissCombo=51
|
||||
|
||||
@@ -135,6 +135,7 @@ ThemeMetric<bool> IMMEDIATE_HOLD_LET_GO ( "Player", "ImmediateHoldLetGo" );
|
||||
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> IMMEDIATE_CHECKPOINT_MISS ( "Player", "ImmediateCheckpointMiss" );
|
||||
|
||||
|
||||
float Player::GetWindowSeconds( TimingWindow tw )
|
||||
@@ -2611,7 +2612,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
|
||||
continue;
|
||||
|
||||
viColsWithHold.push_back( iTrack );
|
||||
if( tn.HoldResult.fLife > 0 )
|
||||
if( ( IMMEDIATE_CHECKPOINT_MISS && tn.HoldResult.bHeld ) || tn.HoldResult.fLife > 0 )
|
||||
{
|
||||
++iNumHoldsHeldThisRow;
|
||||
++tn.HoldResult.iCheckpointsHit;
|
||||
|
||||
Reference in New Issue
Block a user