Merge HandleStep() with Step(). This has one functional change, when using auto play and the AI avoids a mine or misses a note, the message to send on a step isn't sent which makes more sense because a step is being judged as not having happened.

This commit is contained in:
Steve Checkoway
2006-07-28 07:12:27 +00:00
parent 2d68d7b13e
commit b868d557f7
2 changed files with 3 additions and 11 deletions
+3 -10
View File
@@ -930,16 +930,7 @@ void Player::Step( int col, const RageTimer &tm, bool bHeld )
m_pPlayerStageStats->bFailed;
if( bOniDead )
return; // do nothing
HandleStep( col, tm, bHeld );
MESSAGEMAN->Broadcast( m_sMessageToSendOnStep );
}
void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
{
//LOG->Trace( "Player::HandlePlayerStep()" );
DEBUG_ASSERT_M( col >= 0 && col <= m_NoteData.GetNumTracks(), ssprintf("%i, %i", col, m_NoteData.GetNumTracks()) );
@@ -1265,6 +1256,8 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
m_vKeysounds[tn.iKeysoundIndex].Play();
}
}
MESSAGEMAN->Broadcast( m_sMessageToSendOnStep );
}
static bool Unjudged( const TapNote &tn )
-1
View File
@@ -124,7 +124,6 @@ public:
bool HasNoteField() const { return m_pNoteField != NULL; }
protected:
void HandleStep( int col, const RageTimer &tm, bool bHeld );
void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
void UpdateJudgedRows();
void FlashGhostRow( int iRow, PlayerNumber pn );