From 76cc364d439e7d9553641cbc799b9175a9cea7a6 Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Sun, 26 May 2013 00:03:33 -0400 Subject: [PATCH] Remove Random Vanish randomizing. The mod is still in for "compatibility" sake. --- Themes/_fallback/metrics.ini | 2 -- src/Player.cpp | 35 ----------------------------------- src/Player.h | 1 - 3 files changed, 38 deletions(-) diff --git a/Themes/_fallback/metrics.ini b/Themes/_fallback/metrics.ini index 247ec13a85..daacb4c598 100644 --- a/Themes/_fallback/metrics.ini +++ b/Themes/_fallback/metrics.ini @@ -2390,8 +2390,6 @@ Appearance,1="mod,hidden;name,Hidden" Appearance,2="mod,sudden;name,Sudden" Appearance,3="mod,stealth;name,Stealth" Appearance,4="mod,blink;name,Blink" -# Random Vanish causes crashes with certain noteskins (maybe all?) -aj -#Appearance,5="mod,randomvanish;name,R.Vanish" # Appearance="6" # AppearanceDefault="mod,no hidden,no sudden,no stealth,no blink,no randomvanish" diff --git a/src/Player.cpp b/src/Player.cpp index 547a62d3b9..0d82b14c6c 100644 --- a/src/Player.cpp +++ b/src/Player.cpp @@ -2961,10 +2961,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now ) { // crossed a not-empty row - // If we're doing random vanish, randomise notes on the fly. - if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH]==1 ) - RandomizeNotes( iRow ); - // check to see if there's a note at the crossed row if( m_pPlayerState->m_PlayerController != PC_HUMAN ) { @@ -3093,37 +3089,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now ) m_iFirstUncrossedRow = iLastRowCrossed+1; } -void Player::RandomizeNotes( int iNoteRow ) -{ - // change the row to look ahead from based upon their speed mod - /* This is incorrect: if m_fScrollSpeed is 0.5, we'll never change - * any odd rows, and if it's 2, we'll shuffle each row twice. */ - int iNewNoteRow = iNoteRow + ROWS_PER_BEAT*2; - iNewNoteRow = int( iNewNoteRow / m_pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed ); - - int iNumOfTracks = m_NoteData.GetNumTracks(); - for( int t=0; t+1 < iNumOfTracks; t++ ) - { - /* Only swap a tap and an empty. */ - NoteData::iterator iter = m_NoteData.FindTapNote( t, iNewNoteRow ); - if( iter == m_NoteData.end(t) || iter->second.type != TapNote::tap ) - continue; - - const int iSwapWith = RandomInt( iNumOfTracks ); - - // Make sure this is empty. - if( m_NoteData.FindTapNote(iSwapWith, iNewNoteRow) != m_NoteData.end(iSwapWith) ) - continue; - - /* Make sure the destination row isn't in the middle of a hold. */ - if( m_NoteData.IsHoldNoteAtRow(iSwapWith, iNoteRow) ) - continue; - - m_NoteData.SetTapNote( iSwapWith, iNewNoteRow, iter->second ); - m_NoteData.RemoveTapNote( t, iter ); - } -} - void Player::HandleTapRowScore( unsigned row ) { bool bNoCheating = true; diff --git a/src/Player.h b/src/Player.h index df5ee9e081..9f75b1863f 100644 --- a/src/Player.h +++ b/src/Player.h @@ -98,7 +98,6 @@ public: // called by Fret for Hammer-ons and Pull-offs void Hopo( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepStrumHopo(col, row, tm, bHeld, bRelease, ButtonType_Hopo); } - void RandomizeNotes( int iNoteRow ); void FadeToFail(); void CacheAllUsedNoteSkins(); TapNoteScore GetLastTapNoteScore() const { return m_LastTapNoteScore; }