options name cleanup, fixes

This commit is contained in:
Chris Danford
2004-01-20 07:09:44 +00:00
parent 42e0413e0f
commit c8fc9ddeae
11 changed files with 348 additions and 338 deletions
+24 -24
View File
@@ -344,7 +344,7 @@ void PlayerMinus::Update( float fDeltaTime )
// if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
// {
// Decrease life
fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowOKSeconds;
fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowSecondsOK;
fLife = max( fLife, 0 ); // clamp
// }
}
@@ -624,22 +624,22 @@ void PlayerMinus::Step( int col, RageTimer tm )
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
/* Ez2 is only perfect / good / miss */
float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
else score = TNS_NONE;
}
else if(GAMESTATE->m_CurGame == GAME_PNM)
{
/* PNM Goods = Great / Boo = Miss */
float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_MARVELOUS;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
else score = TNS_NONE;
}
@@ -648,7 +648,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
{
case TAP_MINE:
// stepped too close to mine?
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMineSeconds )
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMine )
{
m_soundMine.Play();
score = TNS_HIT_MINE;
@@ -666,7 +666,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
if( IsTapAttack(tn) )
{
score = TNS_NONE; // don't score this as anything
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowAttackSeconds )
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsAttack )
{
m_soundAttackLaunch.Play();
// put attack in effect
@@ -692,21 +692,21 @@ void PlayerMinus::Step( int col, RageTimer tm )
{
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
/* Ez2 is only perfect / good / miss */
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
else score = TNS_NONE;
}
else
{
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_MARVELOUS;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_GREAT;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_BOO;
else score = TNS_NONE;
}
}
@@ -1219,7 +1219,7 @@ void PlayerMinus::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScor
float PlayerMinus::GetMaxStepDistanceSeconds()
{
return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowBooSeconds * PREFSMAN->m_fJudgeWindowScale;
return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowSecondsBoo * PREFSMAN->m_fJudgeWindowScale;
}
void PlayerMinus::FadeToFail()