merge duplicate mine code
This commit is contained in:
+32
-38
@@ -731,23 +731,7 @@ void Player::Step( int col, const RageTimer &tm )
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case TapNote::mine:
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case TapNote::mine:
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// stepped too close to mine?
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// stepped too close to mine?
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if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Mine) )
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if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Mine) )
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{
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m_soundMine.Play();
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score = TNS_HIT_MINE;
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score = TNS_HIT_MINE;
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if( m_pLifeMeter )
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m_pLifeMeter->ChangeLifeMine();
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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if( m_pCombinedLifeMeter )
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m_pCombinedLifeMeter->ChangeLifeMine( pn );
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tn.result.bHidden = true;
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m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
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if( m_pNoteField )
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m_pNoteField->DidTapNote( col, score, false );
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}
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break;
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break;
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case TapNote::attack:
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case TapNote::attack:
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@@ -825,28 +809,43 @@ void Player::Step( int col, const RageTimer &tm )
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TapNoteScore get_to_avoid = bTapsOnRow ? TNS_GREAT : TNS_GOOD;
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TapNoteScore get_to_avoid = bTapsOnRow ? TNS_GREAT : TNS_GOOD;
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if( score >= get_to_avoid )
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if( score >= get_to_avoid )
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{
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return; // avoided
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return; // avoided
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}
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else
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else
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{
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score = TNS_HIT_MINE;
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score = TNS_HIT_MINE;
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m_soundMine.Play();
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if( m_pLifeMeter )
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m_pLifeMeter->ChangeLifeMine();
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// Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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if( m_pCombinedLifeMeter )
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m_pCombinedLifeMeter->ChangeLifeMine( pn );
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tn.result.bHidden = true;
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m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
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if( m_pNoteField )
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m_pNoteField->DidTapNote( col, score, false );
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}
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}
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}
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break;
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default:
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ASSERT(0);
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score = TNS_NONE;
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break;
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}
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if( score == TNS_HIT_MINE )
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{
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m_soundMine.Play();
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if( m_pLifeMeter )
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m_pLifeMeter->ChangeLifeMine();
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// TODO: Remove use of PlayerNumber
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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if( m_pCombinedLifeMeter )
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m_pCombinedLifeMeter->ChangeLifeMine( pn );
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tn.result.bHidden = true;
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m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
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if( m_pNoteField )
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m_pNoteField->DidTapNote( col, score, false );
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}
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switch( m_pPlayerState->m_PlayerController )
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{
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case PC_HUMAN:
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break;
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case PC_CPU:
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case PC_AUTOPLAY:
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/* AI will generate misses here. Don't handle a miss like a regular note because
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/* AI will generate misses here. Don't handle a miss like a regular note because
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* we want the judgment animation to appear delayed. Instead, return early if
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* we want the judgment animation to appear delayed. Instead, return early if
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* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
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* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
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@@ -888,11 +887,6 @@ void Player::Step( int col, const RageTimer &tm )
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}
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}
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break;
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break;
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default:
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ASSERT(0);
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score = TNS_NONE;
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break;
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}
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}
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