grading error fixes, ranking calculation and display fixes, set default difficulty back to same level as 3.0 final
This commit is contained in:
@@ -41,8 +41,6 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
|
||||
*/
|
||||
/* Boost and wave can no longer be used at the same time. -Chris */
|
||||
|
||||
if( fYOffset < 0 )
|
||||
return fYOffset; // don't mess with it after crossing the receptors
|
||||
|
||||
switch( GAMESTATE->m_PlayerOptions[pn].m_AccelType )
|
||||
{
|
||||
@@ -50,7 +48,8 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
|
||||
fYOffset *= 1.5f / ((fYOffset+SCREEN_HEIGHT/1.2f)/SCREEN_HEIGHT);
|
||||
break;
|
||||
case PlayerOptions::ACCEL_LAND:
|
||||
fYOffset *= SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 0.25f, 1.5f );
|
||||
if( fYOffset > 0 ) // speed the arrows back to normal after they cross 0
|
||||
fYOffset *= SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 0.25f, 1.5f );
|
||||
break;
|
||||
case PlayerOptions::ACCEL_WAVE:
|
||||
fYOffset += 20.0f*sinf( fYOffset/38.0f );
|
||||
|
||||
Reference in New Issue
Block a user