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:
@@ -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 );
|
||||
|
||||
Reference in New Issue
Block a user