in the middle of working on 1.70. Now compiles in Visual Studio.net
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+13
-13
@@ -58,7 +58,7 @@ Player::Player()
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void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Pattern& pattern, const PlayerOptions& po )
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{
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//RageLog( "Player::Load()", );
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//HELPER.Log( "Player::Load()", );
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m_Style = StyleDef;
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m_PlayerNumber = player_no;
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@@ -74,7 +74,7 @@ void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Patte
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if( po.m_bLittle )
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pattern2.MakeLittle();
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m_ColorArrowField.Load( StyleDef, pattern2, po, 2, 10 );
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m_ColorArrowField.Load( StyleDef, pattern2, po, 1.5f, 5.5f );
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m_GrayArrows.Load( po, StyleDef );
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m_GhostArrows.Load( po, StyleDef );
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@@ -107,7 +107,7 @@ void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Patte
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void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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{
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//RageLog( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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//HELPER.Log( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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//
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@@ -265,7 +265,7 @@ bool Player::IsThereANoteAtIndex( int iIndex )
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void Player::HandlePlayerStep( float fSongBeat, TapNote player_step, float fMaxBeatDiff )
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{
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//RageLog( "Player::HandlePlayerStep()" );
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//HELPER.Log( "Player::HandlePlayerStep()" );
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int iColumnNum = m_Style.TapNoteToColumnNumber( player_step );
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if( iColumnNum == -1 ) // if this TapNote is not used in the current StyleDef
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@@ -298,7 +298,7 @@ void Player::HandlePlayerStep( float fSongBeat, TapNote player_step, float fMaxB
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float fBeatsUntilStep = NoteIndexToBeat( (float)hn.m_iStartIndex ) - fSongBeat;
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float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
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//RageLog( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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//HELPER.Log( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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@@ -340,13 +340,13 @@ void Player::HandlePlayerStep( float fSongBeat, TapNote player_step, float fMaxB
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void Player::CheckForCompleteStep( float fSongBeat, TapNote player_step, float fMaxBeatDiff )
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{
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//RageLog( "Player::CheckForCompleteStep()" );
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//HELPER.Log( "Player::CheckForCompleteStep()" );
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// look for the closest matching step
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int iIndexStartLookingAt = BeatToNoteIndex( fSongBeat );
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int iNumElementsToExamine = BeatToNoteIndex( fMaxBeatDiff ); // number of elements to examine on either end of iIndexStartLookingAt
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//RageLog( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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//HELPER.Log( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
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for( int delta=0; delta <= iNumElementsToExamine; delta++ )
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@@ -361,7 +361,7 @@ void Player::CheckForCompleteStep( float fSongBeat, TapNote player_step, float f
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////////////////////////////
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// check the step to the left of iIndexStartLookingAt
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////////////////////////////
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//RageLog( "Checking Pattern[%d]", iCurrentIndexEarlier );
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//HELPER.Log( "Checking Pattern[%d]", iCurrentIndexEarlier );
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if( m_TapNotesRemaining[iCurrentIndexEarlier] & player_step ) // these Pattern overlap
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{
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m_TapNotesRemaining[iCurrentIndexEarlier] &= ~player_step; // subtract player_step
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@@ -374,7 +374,7 @@ void Player::CheckForCompleteStep( float fSongBeat, TapNote player_step, float f
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////////////////////////////
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// check the step to the right of iIndexStartLookingAt
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////////////////////////////
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//RageLog( "Checking Pattern[%d]", iCurrentIndexLater );
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//HELPER.Log( "Checking Pattern[%d]", iCurrentIndexLater );
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if( m_TapNotesRemaining[iCurrentIndexLater] & player_step ) // these Pattern overlap
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{
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m_TapNotesRemaining[iCurrentIndexLater] &= ~player_step; // subtract player_step
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@@ -394,7 +394,7 @@ void Player::OnCompleteStep( float fSongBeat, TapNote player_step, float fMaxBea
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float fBeatsUntilStep = fStepBeat - fSongBeat;
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float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
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//RageLog( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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//HELPER.Log( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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@@ -482,7 +482,7 @@ ScoreSummary Player::GetScoreSummary()
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int Player::UpdateStepsMissedOlderThan( float fMissIfOlderThanThisBeat )
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{
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//RageLog( "Pattern::UpdateStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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//HELPER.Log( "Pattern::UpdateStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisIndex = BeatToNoteIndex( fMissIfOlderThanThisBeat );
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@@ -491,10 +491,10 @@ int Player::UpdateStepsMissedOlderThan( float fMissIfOlderThanThisBeat )
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// Instead, only check 10 elements back. Even 10 is overkill.
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int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//RageLog( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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//HELPER.Log( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
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{
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//RageLog( "Checking for miss: %d: lefttostepon == %d, score == %d", i, m_LeftToStepOn[i], m_StepScore[i] );
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//HELPER.Log( "Checking for miss: %d: lefttostepon == %d, score == %d", i, m_LeftToStepOn[i], m_StepScore[i] );
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if( m_TapNotesRemaining[i] != 0 && m_TapNoteScores[i] != TNS_MISS )
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{
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m_TapNoteScores[i] = TNS_MISS;
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