Fix hold note life not counting down during a freeze at the very start

This commit is contained in:
Glenn Maynard
2003-07-17 18:50:01 +00:00
parent f34e626b66
commit abd9a95eef
+9 -4
View File
@@ -228,7 +228,8 @@ void Player::Update( float fDeltaTime )
const TapNoteScore tns = GetTapNoteScore(hn.iTrack, iHoldStartIndex);
const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
if( hn.fStartBeat < fSongBeat && fSongBeat < hn.fEndBeat ) // if the song beat is in the range of this hold
// If the song beat is in the range of this hold:
if( hn.fStartBeat <= fSongBeat && fSongBeat <= hn.fEndBeat )
{
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
@@ -251,12 +252,16 @@ void Player::Update( float fDeltaTime )
}
else
{
if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
{
/* What is this conditional for? It causes a problem: if a hold note
* begins on a freeze, you can tap it and then release it for the
* duration of the freeze; life doesn't count down until we're
* past the first beat. */
// if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
// {
// Decrease life
fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowOKSeconds;
fLife = max( fLife, 0 ); // clamp
}
// }
}
}