Combination revert and hack. Remove the ImmediateCheckpointMiss metric, use lua to set the Preference as required. This code assumes the default value of TimingWindowSecondsHold is in place normally: improvements to restore non default values are appreciated.

This commit is contained in:
Jason Felds
2009-06-05 04:20:00 +00:00
parent c7e5edab5e
commit 6642c6b7f0
5 changed files with 56 additions and 6 deletions
+1 -3
View File
@@ -135,7 +135,6 @@ 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 )
@@ -2612,8 +2611,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
continue;
viColsWithHold.push_back( iTrack );
if( ( IMMEDIATE_CHECKPOINT_MISS && tn.HoldResult.bHeld ) ||
( !IMMEDIATE_CHECKPOINT_MISS && tn.HoldResult.fLife > 0 ) )
if( tn.HoldResult.fLife > 0 )
{
++iNumHoldsHeldThisRow;
++tn.HoldResult.iCheckpointsHit;