add MaxInputLatencySeconds

This commit is contained in:
Chris Danford
2008-04-03 01:08:48 +00:00
parent 7e9961e846
commit 8eab5b1c0b
+3 -1
View File
@@ -120,6 +120,7 @@ static Preference<float> m_fTimingWindowScale ( "TimingWindowScale", 1.0f );
static Preference<float> m_fTimingWindowAdd ( "TimingWindowAdd", 0 );
static Preference1D<float> m_fTimingWindowSeconds( TimingWindowSecondsInit, NUM_TimingWindow );
static Preference<float> m_fTimingWindowJump ( "TimingWindowJump", 0.25 );
static Preference<float> m_fMaxInputLatencySeconds ( "MaxInputLatencySeconds", 0.0 );
Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 ); // max time between notes in a hopo chain
Preference<float> g_fTimingWindowStrum ( "TimingWindowStrum", 0.1f ); // max time between strum and when the frets must match
ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
@@ -2718,7 +2719,8 @@ float Player::GetMaxStepDistanceSeconds()
fMax = max( fMax, GetWindowSeconds(TW_W3) );
fMax = max( fMax, GetWindowSeconds(TW_W2) );
fMax = max( fMax, GetWindowSeconds(TW_W1) );
return GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate * fMax;
float f = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate * fMax;
return f + m_fMaxInputLatencySeconds;
}
void Player::FadeToFail()