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:
Jason Felds
2009-05-24 04:19:32 +00:00
parent d75e089cf2
commit 4c5f68b190
3 changed files with 4 additions and 1 deletions
+1
View File
@@ -2387,6 +2387,7 @@ CheckpointsUseTimeSignatures=false
InitialHoldLife=1
RollBodyIncrementsCombo=true
CheckpointsTapsSeparateJudgment=true
ImmediateCheckpointMiss=false
[PlayerShared]
Fallback="Player"
+1
View File
@@ -23,6 +23,7 @@ ImmediateHoldLetGo=false
RollBodyIncrementsCombo=false
InitialHoldLife=1
CheckpointsTapsSeparateJudgment=false
ImmediateCheckpointMiss=true
[ScreenGameplay]
FailOnMissCombo=51
+2 -1
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@@ -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;