encapsulate hold results in HoldNoteResult (HoldNoteScore + life)

instead of moving HoldNote::iStartRow forward while a hold note is
held, set HoldNoteResult::iLastHeldRow
fixes hold heads cycling through all note colors while held (wasn't very
visible due to the hold ghost) and GetSuccessfulHands bugs
This commit is contained in:
Glenn Maynard
2004-05-07 04:57:29 +00:00
parent fec42c1a21
commit 9c1a5f6957
6 changed files with 91 additions and 31 deletions
+2 -2
View File
@@ -18,7 +18,7 @@
#include "NoteTypes.h"
#include "PlayerNumber.h"
struct HoldNoteResult;
struct NoteMetricCache_t;
class NoteDisplay
@@ -33,7 +33,7 @@ public:
void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
void DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActive, float fLife, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels );
void DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels );
protected:
void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor );