[splittiming] Trying to restore #COMBOS.

This commit is contained in:
Jason Felds
2011-05-14 20:05:27 -04:00
parent 574fee596e
commit a32a03b2e9
4 changed files with 2 additions and 23 deletions
-16
View File
@@ -68,12 +68,6 @@ void Actor::SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBe
g_fCurrentBGMBeatNoOffset = fBeatNoOffset;
}
void Actor::SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset )
{
g_vfCurrentBGMBeatPlayer[pn] = fBeat;
g_vfCurrentBGMBeatPlayerNoOffset[pn] = fBeatNoOffset;
}
void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
{
ASSERT( iLightNumber < NUM_CabinetLight );
@@ -681,16 +675,6 @@ void Actor::UpdateInternal( float fDeltaTime )
m_fEffectDelta = g_fCurrentBGMBeat - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_fCurrentBGMBeat;
break;
case CLOCK_BGM_BEAT_PLAYER1:
m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayer[PLAYER_1];
break;
case CLOCK_BGM_BEAT_PLAYER2:
m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_2] - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayer[PLAYER_2];
break;
case CLOCK_BGM_TIME:
m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect;
-5
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@@ -5,7 +5,6 @@
#include "RageUtil_AutoPtr.h"
#include "LuaReference.h"
#include "EnumHelper.h"
#include "PlayerNumber.h"
#include <map>
class XNode;
struct lua_State;
@@ -110,7 +109,6 @@ public:
virtual void LoadFromNode( const XNode* pNode );
static void SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBeatNoOffset );
static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset );
static void SetBGMLight( int iLightNumber, float fCabinetLights );
/**
@@ -133,8 +131,6 @@ public:
CLOCK_BGM_BEAT,
CLOCK_BGM_TIME_NO_OFFSET,
CLOCK_BGM_BEAT_NO_OFFSET,
CLOCK_BGM_BEAT_PLAYER1,
CLOCK_BGM_BEAT_PLAYER2,
CLOCK_LIGHT_1 = 1000,
CLOCK_LIGHT_LAST = 1100,
NUM_CLOCKS
@@ -717,7 +713,6 @@ protected:
// global state
static float g_fCurrentBGMTime, g_fCurrentBGMBeat;
static float g_fCurrentBGMTimeNoOffset, g_fCurrentBGMBeatNoOffset;
static vector<float> g_vfCurrentBGMBeatPlayer, g_vfCurrentBGMBeatPlayerNoOffset;
private:
// commands
+1 -1
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@@ -953,7 +953,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
if( m_pCurSteps[pn] )
{
m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
// Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
}
}
}
+1 -1
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@@ -443,7 +443,7 @@ void ScoreKeeperNormal::HandleComboInternal( int iNumHitContinueCombo, int iNumH
if( iNumBreakCombo == 0 )
{
TimingData td = GAMESTATE->m_pCurSong->m_SongTiming;
TimingData td = GAMESTATE->m_pCurSteps[m_pPlayerState->m_PlayerNumber]->m_Timing;
int multiplier = ( iRow == -1 ? 1 : td.GetComboSegmentAtRow( iRow ).m_iCombo );
m_pPlayerStageStats->m_iCurCombo += iNumHitContinueCombo * multiplier;
}