don't let tab affect mod approach speed

This commit is contained in:
Chris Danford
2006-05-22 20:06:33 +00:00
parent 2d791f1b1b
commit 69887462fb
2 changed files with 6 additions and 1 deletions
+4 -1
View File
@@ -41,7 +41,10 @@ void PlayerState::Reset()
void PlayerState::Update( float fDelta )
{
m_CurrentPlayerOptions.Approach( m_PlayerOptions, fDelta );
// Don't let the mod approach speed be affected by Tab.
// TODO: Find a more elegant way of handling this.
float fRealDelta = m_timerPlayerOptions.GetDeltaTime();
m_CurrentPlayerOptions.Approach( m_PlayerOptions, fRealDelta );
// TRICKY: GAMESTATE->Update is run before any of the Screen update's,
// so we'll clear these flags here and let them get turned on later
+2
View File
@@ -6,6 +6,7 @@
#include "PlayerNumber.h"
#include "PlayerOptions.h"
#include "Attack.h"
#include "RageTimer.h"
struct lua_State;
class PlayerState
@@ -22,6 +23,7 @@ public:
MultiPlayer m_mp;
RageTimer m_timerPlayerOptions;
PlayerOptions m_CurrentPlayerOptions; // current approaches destination
PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it
PlayerOptions m_StagePlayerOptions; // options that are in effect for this stage. May be different from m_StoredPlayerOptions if using forced beginner or forced Survial mods