This commit is contained in:
Glenn Maynard
2003-07-15 23:24:48 +00:00
parent 8727ecd432
commit 6169ffab68
+2 -8
View File
@@ -236,7 +236,8 @@ void Player::Update( float fDeltaTime )
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != PC_HUMAN )
bIsHoldingButton = true;
m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing
// set hold flag so NoteField can do intelligent drawing
m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote;
if( bSteppedOnTapNote ) // this note is not judged and we stepped on its head
m_NoteField.GetHoldNote(i).fStartBeat = fSongBeat; // move the start of this Hold
@@ -286,13 +287,6 @@ void Player::Update( float fDeltaTime )
SetHoldNoteScore(i, hns);
}
/* Is there a reason this wasn't done within NoteField to begin with? */
/* if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
{
m_NoteField.ReloadNoteSkin();
m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
} */
// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
/* We want to send the crossed row message exactly when we cross the row--not
* .5 before the row. Use MAX3 as a test case: without rounding, autoplay steps