Add 2nd attack metric, rename 1st one.
This commit is contained in:
@@ -20,7 +20,8 @@ sm-ssc v1.2.1 | 2011011?
|
||||
[Wolfman2000]
|
||||
* [Player] Allow Combo Stopped message to be flexible via metrics. The
|
||||
default is 50, as it was before. [Wolfman2000]
|
||||
* [Player] Allow the default attack time to be changed. [Wolfman2000]
|
||||
* [Player] Allow the default attack times for both random and mine attacks
|
||||
to be changed. [Wolfman2000]
|
||||
|
||||
20110112
|
||||
--------
|
||||
|
||||
@@ -939,7 +939,8 @@ RollBodyIncrementsCombo=GetGamePrefB("UserPrefComboOnRolls")
|
||||
ScoreMissedHoldsAndRolls=ScoreMissedHoldsAndRolls()
|
||||
PercentUntilColorCombo=0.25
|
||||
ComboStoppedAt=50
|
||||
AttackRunTimeDefault=6
|
||||
AttackRunTimeRandom=6
|
||||
AttackRunTimeMine=7
|
||||
|
||||
[PlayerShared]
|
||||
Fallback="Player"
|
||||
|
||||
+4
-4
@@ -139,7 +139,8 @@ ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTap
|
||||
ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
|
||||
ThemeMetric<float> PERCENT_UNTIL_COLOR_COMBO ( "Player", "PercentUntilColorCombo" );
|
||||
ThemeMetric<int> COMBO_STOPPED_AT ( "Player", "ComboStoppedAt" );
|
||||
ThemeMetric<float> ATTACK_RUN_TIME_DEFAULT ( "Player", "AttackRunTimeDefault" );
|
||||
ThemeMetric<float> ATTACK_RUN_TIME_RANDOM ( "Player", "AttackRunTimeRandom" );
|
||||
ThemeMetric<float> ATTACK_RUN_TIME_MINE ( "Player", "AttackRunTimeMine" );
|
||||
|
||||
float Player::GetWindowSeconds( TimingWindow tw )
|
||||
{
|
||||
@@ -643,7 +644,7 @@ void Player::Update( float fDeltaTime )
|
||||
{
|
||||
float fCurrentGameTime = STATSMAN->m_CurStageStats.m_fGameplaySeconds;
|
||||
|
||||
const float fAttackRunTime = ATTACK_RUN_TIME_DEFAULT;
|
||||
const float fAttackRunTime = ATTACK_RUN_TIME_RANDOM;
|
||||
|
||||
// Don't start until 1 seconds into game, minimum
|
||||
if( fCurrentGameTime > 1.0f )
|
||||
@@ -2617,8 +2618,7 @@ void Player::UpdateJudgedRows()
|
||||
* etc.) are still applied. */
|
||||
if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
|
||||
{
|
||||
// Should we hardcode this, or make it a preference/theme metric? ~ Mike
|
||||
const float fAttackRunTime = 7.0f;
|
||||
const float fAttackRunTime = ATTACK_RUN_TIME_MINE;
|
||||
|
||||
Attack attMineAttack;
|
||||
attMineAttack.sModifiers = ApplyRandomAttack();
|
||||
|
||||
Reference in New Issue
Block a user