tweak haste to prevent slowing the song down too long
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@@ -1514,27 +1514,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( GAMESTATE->m_SongOptions.GetCurrent().m_fHaste != 0.0f )
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{
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float fLife = 0;
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
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continue;
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fLife = max( fLife, pi->m_pLifeMeter->GetLife() );
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}
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/* Scale the music nonlinearly. Only slow the song down below 0.25, so we
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* don't drag the music out too long. Stick at 1x up to 0.5, so we start
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* at 1x if the life meter defaults to 0.5. Increase gradually up to 0.9.
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* Accelerate sharply above 0.9. */
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float fSpeed = 1.0f;
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if( fLife < 0.25f )
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fSpeed = SCALE( fLife, 0.0f, 0.25f, 0.5f, 1.0f );
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else if( fLife > 0.5f && fLife < 0.9f )
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fSpeed = SCALE( fLife, 0.5f, 0.9f, 1.0f, 1.25f );
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else if( fLife >= 0.9f )
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fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.5f );
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fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
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float fSpeed = GetHasteRate();
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fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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RageSoundParams p = m_pSoundMusic->GetParams();
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@@ -1634,8 +1614,16 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update fGameplaySeconds
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STATSMAN->m_CurStageStats.m_fGameplaySeconds += fUnscaledDeltaTime;
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if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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{
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STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime;
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if( GAMESTATE->m_SongOptions.GetCurrent().m_fHaste != 0.0f )
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{
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float fHasteRate = GetHasteRate();
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STATSMAN->m_CurStageStats.m_fAccumulatedHaste += (fUnscaledDeltaTime * fHasteRate) - fUnscaledDeltaTime;
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}
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}
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//
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// Check for end of song
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//
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@@ -1790,6 +1778,40 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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}
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float ScreenGameplay::GetHasteRate()
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{
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float fLife = 0;
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
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continue;
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fLife = max( fLife, pi->m_pLifeMeter->GetLife() );
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}
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/* Scale the music nonlinearly. Only slow the song down below 0.25, so we
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* don't drag the music out too long. Stick at 1x up to 0.5, so we start
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* at 1x if the life meter defaults to 0.5. Increase gradually up to 0.9.
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* Accelerate sharply above 0.9. */
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float fSpeed = 1.0f;
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if( fLife < 0.25f )
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fSpeed = SCALE( fLife, 0.0f, 0.25f, 0.5f, 1.0f );
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else if( fLife > 0.5f && fLife < 0.9f )
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fSpeed = SCALE( fLife, 0.5f, 0.9f, 1.0f, 1.25f );
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else if( fLife >= 0.9f )
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fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.5f );
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fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
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if( STATSMAN->m_CurStageStats.m_fAccumulatedHaste <= 1 )
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{
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/* Only allow slowing down the song while the players have accumulated
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* haste. This prevents dragging on the song by keeping the life meter
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* nearly empty. */
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float fClamped = max( 1.0f, fSpeed );
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fSpeed = lerp( STATSMAN->m_CurStageStats.m_fAccumulatedHaste, fClamped, fSpeed );
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}
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return fSpeed;
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}
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void ScreenGameplay::UpdateLights()
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{
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if( !LIGHTSMAN->IsEnabled() )
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