Added ReceptorNoSinkScoreCutoff =
to prevent arrows from sinking on certain notes.
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@@ -44,6 +44,7 @@ CachedThemeMetricB HOLD_JUDGMENTS_UNDER_FIELD ("Player","HoldJudgmentsUnderField
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#define START_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StartDrawingAtPixels")
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#define STOP_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StopDrawingAtPixels")
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#define MAX_PRO_TIMING_ERROR THEME->GetMetricI("Player","MaxProTimingError")
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#define RECEPTOR_CUTOFF THEME->GetMetricI("Player","ReceptorNoSinkScoreCutoff")
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/* Distance to search for a note in Step(). */
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/* Units? */
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@@ -641,6 +642,12 @@ void PlayerMinus::Step( int col, RageTimer tm )
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//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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// calculate TapNoteScore
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// Declared out here because it will be changed
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// by code blocks below, and then used to see
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// if the Receptor arrow should sink or not.
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TapNoteScore score = TNS_NONE;
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if( iIndexOverlappingNote != -1 )
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{
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// compute the score for this hit
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@@ -668,9 +675,6 @@ void PlayerMinus::Step( int col, RageTimer tm )
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TapNote tn = GetTapNote(col,iIndexOverlappingNote);
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// calculate TapNoteScore
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TapNoteScore score = TNS_NONE;
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switch( GAMESTATE->m_PlayerController[m_PlayerNumber] )
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{
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case PC_HUMAN: {
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@@ -883,9 +887,10 @@ void PlayerMinus::Step( int col, RageTimer tm )
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}
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}
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m_pNoteField->Step( col );
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//Don't blink arrows if the score is higher than what the theme
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//says should not blink
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if (RECEPTOR_CUTOFF>=score)
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m_pNoteField->Step( col );
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}
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void PlayerMinus::HandleAutosync(float fNoteOffset)
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