[warps] allow stops inside warps and convert high bpm to warps
+ sometimes there are delays/stops in high BPM sections, they have to be handled inside a warp to be able to convert it easily. + on the stopped / delayed rows with warps, judging become enabled for that row. Issues: + the bpm threshould is hardcoded (right now it's 400000.0). someone change it please. + slight off-sync from conversion. haven't figured out how to work around it yet.
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+3
-5
@@ -2561,7 +2561,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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continue;
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// Ignore all notes that are skipped via WARPS.
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if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( iter.Row() ) )
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continue;
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if( tn.type == TapNote::mine )
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@@ -2931,8 +2931,7 @@ void Player::HandleTapRowScore( unsigned row )
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#endif
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// more warp hackery. -aj
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if( row >= (unsigned)GAMESTATE->m_iWarpBeginRow &&
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row < (unsigned)(BeatToNoteRow(GAMESTATE->m_fWarpDestination)) )
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if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( row ) )
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return;
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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@@ -3036,8 +3035,7 @@ void Player::HandleHoldCheckpoint( int iRow, int iNumHoldsHeldThisRow, int iNumH
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#endif
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// more warp hackery. -aj
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if( iRow >= GAMESTATE->m_iWarpBeginRow &&
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iRow < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( iRow ) )
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return;
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// don't accumulate combo if AutoPlay is on.
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