Slightly more efficient kludge.

I am once again reminded that I need to de-couple
GAMESTATE from NoteData.
This commit is contained in:
Jason Felds
2011-11-19 19:58:10 -05:00
parent 81cd300e96
commit 596ada95f4
+3 -2
View File
@@ -599,14 +599,15 @@ int NoteData::GetNumRowsWithSimultaneousTaps( int iMinTaps, int iStartIndex, int
int iNum = 0;
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( *this, r, iStartIndex, iEndIndex )
{
if (GAMESTATE->GetProcessedTimingData()->IsJudgableAtRow(r))
continue;
int iNumNotesThisIndex = 0;
for( int t=0; t<GetNumTracks(); t++ )
{
const TapNote &tn = GetTapNote(t, r);
if( tn.type != TapNote::mine // mines don't count.
&& tn.type != TapNote::empty
&& tn.type != TapNote::fake
&& GAMESTATE->GetProcessedTimingData()->IsJudgableAtRow(r))
&& tn.type != TapNote::fake)
iNumNotesThisIndex++;
}
if( iNumNotesThisIndex >= iMinTaps )