Remove Random Vanish randomizing.
The mod is still in for "compatibility" sake.
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@@ -2961,10 +2961,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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{
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// crossed a not-empty row
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// If we're doing random vanish, randomise notes on the fly.
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if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH]==1 )
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RandomizeNotes( iRow );
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// check to see if there's a note at the crossed row
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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{
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@@ -3093,37 +3089,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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m_iFirstUncrossedRow = iLastRowCrossed+1;
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}
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void Player::RandomizeNotes( int iNoteRow )
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{
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// change the row to look ahead from based upon their speed mod
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/* This is incorrect: if m_fScrollSpeed is 0.5, we'll never change
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* any odd rows, and if it's 2, we'll shuffle each row twice. */
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int iNewNoteRow = iNoteRow + ROWS_PER_BEAT*2;
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iNewNoteRow = int( iNewNoteRow / m_pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed );
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int iNumOfTracks = m_NoteData.GetNumTracks();
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for( int t=0; t+1 < iNumOfTracks; t++ )
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{
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/* Only swap a tap and an empty. */
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NoteData::iterator iter = m_NoteData.FindTapNote( t, iNewNoteRow );
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if( iter == m_NoteData.end(t) || iter->second.type != TapNote::tap )
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continue;
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const int iSwapWith = RandomInt( iNumOfTracks );
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// Make sure this is empty.
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if( m_NoteData.FindTapNote(iSwapWith, iNewNoteRow) != m_NoteData.end(iSwapWith) )
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continue;
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/* Make sure the destination row isn't in the middle of a hold. */
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if( m_NoteData.IsHoldNoteAtRow(iSwapWith, iNoteRow) )
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continue;
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m_NoteData.SetTapNote( iSwapWith, iNewNoteRow, iter->second );
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m_NoteData.RemoveTapNote( t, iter );
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}
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}
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void Player::HandleTapRowScore( unsigned row )
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{
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bool bNoCheating = true;
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