Add attack run time metric for Player.

This commit is contained in:
Jason Felds
2011-01-15 14:25:35 -05:00
parent bec941520a
commit aaf9c33dab
3 changed files with 4 additions and 2 deletions
+2 -2
View File
@@ -139,6 +139,7 @@ ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTap
ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
ThemeMetric<float> PERCENT_UNTIL_COLOR_COMBO ( "Player", "PercentUntilColorCombo" );
ThemeMetric<int> COMBO_STOPPED_AT ( "Player", "ComboStoppedAt" );
ThemeMetric<float> ATTACK_RUN_TIME_DEFAULT ( "Player", "AttackRunTimeDefault" );
float Player::GetWindowSeconds( TimingWindow tw )
{
@@ -642,8 +643,7 @@ void Player::Update( float fDeltaTime )
{
float fCurrentGameTime = STATSMAN->m_CurStageStats.m_fGameplaySeconds;
// Should we hardcode this, or make it a preference/theme metric? ~ Mike
const float fAttackRunTime = 6.0f;
const float fAttackRunTime = ATTACK_RUN_TIME_DEFAULT;
// Don't start until 1 seconds into game, minimum
if( fCurrentGameTime > 1.0f )