options name cleanup, fixes
This commit is contained in:
+24
-24
@@ -344,7 +344,7 @@ void PlayerMinus::Update( float fDeltaTime )
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// if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
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// {
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// Decrease life
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fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowOKSeconds;
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fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowSecondsOK;
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fLife = max( fLife, 0 ); // clamp
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// }
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}
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@@ -624,22 +624,22 @@ void PlayerMinus::Step( int col, RageTimer tm )
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/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
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/* Ez2 is only perfect / good / miss */
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float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
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else score = TNS_NONE;
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}
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else if(GAMESTATE->m_CurGame == GAME_PNM)
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{
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/* PNM Goods = Great / Boo = Miss */
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float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_MARVELOUS;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
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else score = TNS_NONE;
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}
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@@ -648,7 +648,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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{
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case TAP_MINE:
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// stepped too close to mine?
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMineSeconds )
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMine )
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{
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m_soundMine.Play();
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score = TNS_HIT_MINE;
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@@ -666,7 +666,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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if( IsTapAttack(tn) )
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{
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score = TNS_NONE; // don't score this as anything
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowAttackSeconds )
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsAttack )
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{
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m_soundAttackLaunch.Play();
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// put attack in effect
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@@ -692,21 +692,21 @@ void PlayerMinus::Step( int col, RageTimer tm )
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{
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/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
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/* Ez2 is only perfect / good / miss */
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
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else score = TNS_NONE;
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}
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else
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{
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/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_MARVELOUS;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_BOO;
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else score = TNS_NONE;
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}
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}
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@@ -1219,7 +1219,7 @@ void PlayerMinus::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScor
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float PlayerMinus::GetMaxStepDistanceSeconds()
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{
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return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowBooSeconds * PREFSMAN->m_fJudgeWindowScale;
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return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowSecondsBoo * PREFSMAN->m_fJudgeWindowScale;
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}
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void PlayerMinus::FadeToFail()
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