Add metric to use Tickcount tag for Checkpoints.
This officially deprecates the time signature checkpoint metric. However, it is still being kept in for those that desire the original hackish behavior.
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+6
-1
@@ -128,6 +128,7 @@ ThemeMetric<float> MAX_HOLD_LIFE ( "Player", "MaxHoldLife" ); // sm-ssc additio
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ThemeMetric<bool> PENALIZE_TAP_SCORE_NONE ( "Player", "PenalizeTapScoreNone" );
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ThemeMetric<bool> JUDGE_HOLD_NOTES_ON_SAME_ROW_TOGETHER ( "Player", "JudgeHoldNotesOnSameRowTogether" );
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ThemeMetric<bool> HOLD_CHECKPOINTS ( "Player", "HoldCheckpoints" );
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ThemeMetric<bool> CHECKPOINTS_USE_TICKCOUNTS ( "Player", "CheckpointsUseTickcounts" );
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ThemeMetric<bool> CHECKPOINTS_USE_TIME_SIGNATURES ( "Player", "CheckpointsUseTimeSignatures" );
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ThemeMetric<bool> CHECKPOINTS_FLASH_ON_HOLD ( "Player", "CheckpointsFlashOnHold" ); // sm-ssc addition
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ThemeMetric<bool> IMMEDIATE_HOLD_LET_GO ( "Player", "ImmediateHoldLetGo" );
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@@ -2779,7 +2780,11 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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if( HOLD_CHECKPOINTS )
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{
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int iCheckpointFrequencyRows = ROWS_PER_BEAT/2;
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if( CHECKPOINTS_USE_TIME_SIGNATURES )
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if( CHECKPOINTS_USE_TICKCOUNTS )
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{
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iCheckpointFrequencyRows = ROWS_PER_BEAT / GAMESTATE->m_pCurSong->m_Timing.GetTickcountAtRow( iLastRowCrossed );
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}
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else if( CHECKPOINTS_USE_TIME_SIGNATURES )
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{
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TimeSignatureSegment tSignature = GAMESTATE->m_pCurSong->m_Timing.GetTimeSignatureSegmentAtBeat( NoteRowToBeat( iLastRowCrossed ) );
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