more rave balancing

add "noquads"
This commit is contained in:
Chris Danford
2004-01-12 03:47:55 +00:00
parent 43d23e5b3a
commit b555be59df
13 changed files with 66 additions and 20 deletions
+23 -4
View File
@@ -259,7 +259,7 @@ void GameState::Update( float fDelta )
m_CurrentPlayerOptions[p].Approach( m_PlayerOptions[p], fDelta );
bool RebuildPlayerOptions = false;
bool bRebuildPlayerOptions = false;
/* See if any delayed attacks are starting. */
for( s=0; s<m_ActiveAttacks[p].size(); s++ )
@@ -271,7 +271,7 @@ void GameState::Update( float fDelta )
m_ActiveAttacks[p][s].fStartSecond = -1;
RebuildPlayerOptions = true;
bRebuildPlayerOptions = true;
}
/* See if any attacks are ending. */
@@ -293,11 +293,14 @@ void GameState::Update( float fDelta )
/* ending */
m_ActiveAttacks[p].erase( m_ActiveAttacks[p].begin()+s, m_ActiveAttacks[p].begin()+s+1 );
m_bAttackEndedThisUpdate[p] = true;
RebuildPlayerOptions = true;
bRebuildPlayerOptions = true;
}
if( RebuildPlayerOptions )
if( bRebuildPlayerOptions )
RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
if( m_fSecondsUntilAttacksPhasedOut[p] > 0 )
m_fSecondsUntilAttacksPhasedOut[p] = max( 0, m_fSecondsUntilAttacksPhasedOut[p] - fDelta );
}
}
@@ -382,6 +385,9 @@ void GameState::ResetStageStatistics()
{
m_fSuperMeter[p] = 0;
m_HealthState[p] = ALIVE;
m_iLastPositiveSumOfAttackLevels[p] = 0;
m_fSecondsUntilAttacksPhasedOut[p] = 0; // PlayerAI not affected
}
}
@@ -862,6 +868,19 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
po.FromString( m_ActiveAttacks[pn][s].sModifier );
}
m_PlayerOptions[pn] = po;
int iSumOfAttackLevels = GetSumOfActiveAttackLevels( pn );
if( iSumOfAttackLevels > 0 )
{
m_iLastPositiveSumOfAttackLevels[pn] = iSumOfAttackLevels;
m_fSecondsUntilAttacksPhasedOut[pn] = 10000; // any positive number that won't run out before the attacks
}
else
{
// don't change! m_iLastPositiveSumOfAttackLevels[p] = iSumOfAttackLevels;
m_fSecondsUntilAttacksPhasedOut[pn] = 2; // 2 seconds to phase out
}
}
int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn )