From 8292201ad6cebe07057e13ea5e9eee2f1a534f14 Mon Sep 17 00:00:00 2001 From: Steve Checkoway Date: Thu, 20 Jul 2006 07:16:06 +0000 Subject: [PATCH] Step scores are now handled during Update so make sure all Steps happen in Update before we check the rows so that we don't have to wait for the next frame. --- stepmania/src/Player.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index cb38a2dd81..02a4953d55 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -526,13 +526,11 @@ void Player::Update( float fDeltaTime ) // during pause. if( m_bPaused ) return; - + // // Check for TapNote misses // UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() ); - // Check for completely judged rows. - UpdateJudgedRows(); // // update pressed flag @@ -708,10 +706,10 @@ void Player::Update( float fDeltaTime ) } } } - + // TODO: Remove use of PlayerNumber. PlayerNumber pn = m_pPlayerState->m_PlayerNumber; - + { // Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris /* We want to send the crossed row message exactly when we cross the row--not @@ -727,7 +725,7 @@ void Player::Update( float fDeltaTime ) m_iRowLastCrossed = iRowNow+1; } } - + { // TRICKY: float fPositionSeconds = GAMESTATE->m_fMusicSeconds; @@ -743,6 +741,9 @@ void Player::Update( float fDeltaTime ) m_iMineRowLastCrossed = iRowNow+1; } } + + // Check for completely judged rows. + UpdateJudgedRows(); // process transforms that are waiting to be applied ApplyWaitingTransforms();