Make blind truly blind -- disable combo display and make all note tap flashes the same color when blind is on

This commit is contained in:
Aaron VonderHaar
2003-09-14 14:05:15 +00:00
parent 5ba1d272f5
commit c8262b35d1
+11 -2
View File
@@ -604,6 +604,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
ms_error = min( ms_error, MAX_PRO_TIMING_ERROR ); ms_error = min( ms_error, MAX_PRO_TIMING_ERROR );
GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += ms_error; GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
m_ProTimingDisplay.SetJudgment( ms_error, score ); m_ProTimingDisplay.SetJudgment( ms_error, score );
} }
@@ -676,11 +677,15 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
if( tn == TAP_MINE ) continue; /* don't flash on mines b/c they're supposed to be missed */ if( tn == TAP_MINE ) continue; /* don't flash on mines b/c they're supposed to be missed */
// If the score is great or better, remove the note from the screen to // If the score is great or better, remove the note from the screen to
// indicate success. // indicate success. (Or always if blind is on.)
if( score >= TNS_GREAT ) if( score >= TNS_GREAT || GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
m_pNoteField->SetTapNote(c, iIndexThatWasSteppedOn, TAP_EMPTY); m_pNoteField->SetTapNote(c, iIndexThatWasSteppedOn, TAP_EMPTY);
// show the ghost arrow for this column // show the ghost arrow for this column
if (GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
m_pNoteField->TapNote( c, TNS_MARVELOUS, false );
else
{
switch( score ) switch( score )
{ {
case TNS_GREAT: case TNS_GREAT:
@@ -693,11 +698,15 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
break; break;
} }
} }
}
HandleTapRowScore( iIndexThatWasSteppedOn ); // update score HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
{
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] ); m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] );
m_Judgment.SetJudgment( score ); m_Judgment.SetJudgment( score );
}
} }