Update iLastHeldRow even when out of range, to be sure it's clamped
properly. Fixed hold counting glitches.
This commit is contained in:
+22
-23
@@ -367,15 +367,31 @@ void Player::Update( float fDeltaTime )
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float fLife = m_NoteData.GetHoldNoteLife(hn);
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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// TODO: Make the CPU miss sometimes.
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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bIsHoldingButton = true;
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if( bSteppedOnTapNote && bIsHoldingButton )
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{
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/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
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* Do this even if we're a little beyond the end of the hold note, to make sure
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* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
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HoldNoteResult *hnr = NULL;
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if( m_pNoteField )
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{
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hnr = m_pNoteField->CreateHoldNoteResult( hn );
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hnr->iLastHeldRow = min( iSongRow, hn.iEndRow );
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}
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hnr = m_NoteData.CreateHoldNoteResult( hn );
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hnr->iLastHeldRow = min( iSongRow, hn.iEndRow );
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}
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// If the song beat is in the range of this hold:
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if( hn.RowIsInRange(iSongRow) )
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{
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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// TODO: Make the CPU miss sometimes.
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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bIsHoldingButton = true;
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// set hold flag so NoteField can do intelligent drawing
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if( m_pNoteField )
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{
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@@ -383,23 +399,6 @@ void Player::Update( float fDeltaTime )
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m_pNoteField->m_ActiveHoldNotes[hn] = bSteppedOnTapNote;
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}
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if( bSteppedOnTapNote )
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{
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/* This hold note is not judged and we stepped on its head. Update
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* iLastHeldRow. */
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HoldNoteResult *hnr = NULL;
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if( m_pNoteField )
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{
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hnr = m_pNoteField->CreateHoldNoteResult( hn );
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hnr->iLastHeldRow = min( iSongRow, hn.iEndRow );
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}
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hnr = m_NoteData.CreateHoldNoteResult( hn );
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hnr->iLastHeldRow = min( iSongRow, hn.iEndRow );
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}
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if( bSteppedOnTapNote && bIsHoldingButton )
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{
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// Increase life
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