add disabled benchmark code (which I've been using for a while

and want to at least get committed somewhere)
This commit is contained in:
Glenn Maynard
2003-01-18 20:44:25 +00:00
parent 98d2d76ed0
commit 6eb12e6b81
+21
View File
@@ -91,6 +91,27 @@ ScreenDemonstration::ScreenDemonstration() : ScreenGameplay( false )
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
// choose some cool options
int Benchmark = 0;
if(Benchmark)
{
/* Note that you also need to make sure you benchmark with the
* same notes. I use a copy of MaxU with only heavy notes included. */
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = .25f;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_SPACE ] = true;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
}
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )