Added ReceptorNoSinkScoreCutoff =

to prevent arrows from sinking on certain notes.
This commit is contained in:
Charles Lohr
2004-07-02 01:24:11 +00:00
parent 8c1012533c
commit 66b1763049
2 changed files with 12 additions and 6 deletions
+11 -6
View File
@@ -44,6 +44,7 @@ CachedThemeMetricB HOLD_JUDGMENTS_UNDER_FIELD ("Player","HoldJudgmentsUnderField
#define START_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StartDrawingAtPixels")
#define STOP_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StopDrawingAtPixels")
#define MAX_PRO_TIMING_ERROR THEME->GetMetricI("Player","MaxProTimingError")
#define RECEPTOR_CUTOFF THEME->GetMetricI("Player","ReceptorNoSinkScoreCutoff")
/* Distance to search for a note in Step(). */
/* Units? */
@@ -641,6 +642,12 @@ void PlayerMinus::Step( int col, RageTimer tm )
//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
// calculate TapNoteScore
// Declared out here because it will be changed
// by code blocks below, and then used to see
// if the Receptor arrow should sink or not.
TapNoteScore score = TNS_NONE;
if( iIndexOverlappingNote != -1 )
{
// compute the score for this hit
@@ -668,9 +675,6 @@ void PlayerMinus::Step( int col, RageTimer tm )
TapNote tn = GetTapNote(col,iIndexOverlappingNote);
// calculate TapNoteScore
TapNoteScore score = TNS_NONE;
switch( GAMESTATE->m_PlayerController[m_PlayerNumber] )
{
case PC_HUMAN: {
@@ -883,9 +887,10 @@ void PlayerMinus::Step( int col, RageTimer tm )
}
}
m_pNoteField->Step( col );
//Don't blink arrows if the score is higher than what the theme
//says should not blink
if (RECEPTOR_CUTOFF>=score)
m_pNoteField->Step( col );
}
void PlayerMinus::HandleAutosync(float fNoteOffset)