remove guitar cruft

There was a bunch of code for handling guitar-specific input such as hammer-ons/pull-offs and strumming. Given that guitar was removed, and as far as I understand, will not be added back into SM5, it makes sense to remove code that had no other use.
This commit is contained in:
Flameshadowxeroshin
2015-12-05 11:12:17 -06:00
parent a35fa1416e
commit d329c80ad3
12 changed files with 17 additions and 465 deletions
-2
View File
@@ -321,8 +321,6 @@ const RString& ScoreEventToString( ScoreEvent se );
enum GameButtonType
{
GameButtonType_Step,
GameButtonType_Fret,
GameButtonType_Strum,
GameButtonType_INVALID
};
-1
View File
@@ -1188,7 +1188,6 @@ void GameState::ResetMusicStatistics()
FOREACH_PlayerNumber( p )
{
m_pPlayerState[p]->ClearHopoState();
m_pPlayerState[p]->m_Position.Reset();
}
}
-28
View File
@@ -3006,34 +3006,6 @@ bool NoteDataUtil::GetPrevEditorPosition( const NoteData& in, int &rowInOut )
return true;
}
extern Preference<float> g_fTimingWindowHopo;
void NoteDataUtil::SetHopoPossibleFlags( const Song *pSong, NoteData& ndInOut )
{
float fLastRowMusicSeconds = -1;
int iLastTapTrackOfLastRow = -1;
FOREACH_NONEMPTY_ROW_ALL_TRACKS( ndInOut, r )
{
float fBeat = NoteRowToBeat( r );
float fSeconds = pSong->m_SongTiming.GetElapsedTimeFromBeat( fBeat );
int iLastTapTrack = ndInOut.GetLastTrackWithTapOrHoldHead( r );
if( iLastTapTrack != -1 && fSeconds <= fLastRowMusicSeconds + g_fTimingWindowHopo )
{
int iNumNotesInRow = ndInOut.GetNumTapNotesInRow( r );
TapNote &tn = ndInOut.FindTapNote( iLastTapTrack, r )->second;
if( iNumNotesInRow == 1 && iLastTapTrack != iLastTapTrackOfLastRow )
{
tn.bHopoPossible = true;
}
}
fLastRowMusicSeconds = fSeconds;
iLastTapTrackOfLastRow = iLastTapTrack;
}
}
unsigned int NoteDataUtil::GetTotalHoldTicks( NoteData* nd, const TimingData* td )
{
-2
View File
@@ -182,8 +182,6 @@ namespace NoteDataUtil
bool GetNextEditorPosition( const NoteData& in, int &rowInOut );
bool GetPrevEditorPosition( const NoteData& in, int &rowInOut );
void SetHopoPossibleFlags( const Song *pSong, NoteData& ndInOut );
/** @brief Count the number of hold ticks that will fire, assuming that tickholds are on.
* @param td The TimingData from the relevant Steps. */
+2 -6
View File
@@ -501,8 +501,6 @@ bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
}
bool is_addition = (tn.source == TapNoteSource_Addition);
bool hopo_possible = (tn.bHopoPossible);
bool use_addition_coloring = is_addition || hopo_possible;
const bool hold_ghost_showing = tn.HoldResult.bActive && tn.HoldResult.fLife > 0;
const bool is_holding = tn.HoldResult.bHeld;
if(hold_ghost_showing)
@@ -520,7 +518,7 @@ bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
}
DrawHold(tn, field_args, column_args, start_row, is_holding, result,
use_addition_coloring,
is_addition,
in_selection_range ? field_args.selection_glow : field_args.fail_fade);
bool note_upcoming = NoteRowToBeat(start_row) >
@@ -602,12 +600,10 @@ bool NoteDisplay::DrawTapsInRange(const NoteFieldRenderArgs& field_args,
}
bool is_addition = (tn.source == TapNoteSource_Addition);
bool hopo_possible = (tn.bHopoPossible);
bool use_addition_coloring = is_addition || hopo_possible;
DrawTap(tn, field_args, column_args,
NoteRowToVisibleBeat(m_pPlayerState, tap_row),
hold_begins_on_this_beat, roll_begins_on_this_beat,
use_addition_coloring,
is_addition,
in_selection_range ? field_args.selection_glow : field_args.fail_fade);
any_upcoming |= NoteRowToBeat(tap_row) >
+3 -8
View File
@@ -138,8 +138,6 @@ struct TapNote
TapNoteResult result;
/** @brief The Player that is supposed to hit this note. This is mainly for Routine Mode. */
PlayerNumber pn;
/** @brief Can this note be hammered on or pulled off? This is set before gameplay begins. */
bool bHopoPossible;
// used only if Type == attack:
RString sAttackModifiers;
@@ -160,16 +158,14 @@ struct TapNote
void PushSelf( lua_State *L );
TapNote(): type(TapNoteType_Empty), subType(TapNoteSubType_Invalid),
source(TapNoteSource_Original), result(), pn(PLAYER_INVALID),
bHopoPossible(false), sAttackModifiers(""), fAttackDurationSeconds(0),
iKeysoundIndex(-1), iDuration(0), HoldResult() {}
source(TapNoteSource_Original), result(), pn(PLAYER_INVALID), sAttackModifiers(""),
fAttackDurationSeconds(0), iKeysoundIndex(-1), iDuration(0), HoldResult() {}
void Init()
{
type = TapNoteType_Empty;
subType = TapNoteSubType_Invalid;
source = TapNoteSource_Original;
pn = PLAYER_INVALID,
bHopoPossible = false;
fAttackDurationSeconds = 0.f;
iKeysoundIndex = -1;
iDuration = 0;
@@ -182,8 +178,7 @@ struct TapNote
float fAttackDurationSeconds_,
int iKeysoundIndex_ ):
type(type_), subType(subType_), source(source_), result(),
pn(PLAYER_INVALID), bHopoPossible(false),
sAttackModifiers(sAttackModifiers_),
pn(PLAYER_INVALID), sAttackModifiers(sAttackModifiers_),
fAttackDurationSeconds(fAttackDurationSeconds_),
iKeysoundIndex(iKeysoundIndex_), iDuration(0), HoldResult()
{
+11 -363
View File
@@ -150,8 +150,6 @@ static Preference<float> m_fMaxInputLatencySeconds ( "MaxInputLatencySeconds", 0
static Preference<bool> g_bEnableAttackSoundPlayback ( "EnableAttackSounds", true );
static Preference<bool> g_bEnableMineSoundPlayback ( "EnableMineHitSound", true );
Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 ); // max time between notes in a hopo chain
Preference<float> g_fTimingWindowStrum ( "TimingWindowStrum", 0.1f ); // max time between strum and when the frets must match
/** @brief How much life is in a hold note when you start on it? */
ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
/**
@@ -937,13 +935,6 @@ void Player::Update( float fDeltaTime )
if( m_bPaused )
return;
// Check for a strum miss
if( m_pPlayerState->m_fLastStrumMusicSeconds != -1 &&
m_pPlayerState->m_fLastStrumMusicSeconds + g_fTimingWindowStrum < m_pPlayerState->m_Position.m_fMusicSeconds )
{
DoStrumMiss();
}
// update pressed flag
const int iNumCols = GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_iColsPerPlayer;
ASSERT_M( iNumCols <= MAX_COLS_PER_PLAYER, ssprintf("%i > %i", iNumCols, MAX_COLS_PER_PLAYER) );
@@ -1843,124 +1834,6 @@ bool Player::IsOniDead() const
return m_pPlayerState->m_PlayerOptions.GetStage().m_LifeType == LifeType_Battery && m_pPlayerStageStats && m_pPlayerStageStats->m_bFailed;
}
void Player::Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease )
{
if( IsOniDead() )
return;
DEBUG_ASSERT_M( col >= 0 && col <= m_NoteData.GetNumTracks(), ssprintf("%i, %i", col, m_NoteData.GetNumTracks()) );
m_vbFretIsDown[ col ] = !bRelease;
// Handle changing fret during a strum
if( m_pPlayerState->m_fLastStrumMusicSeconds != -1 )
{
LOG->Trace( "StrumTry" );
StepStrumHopo( col, row, tm, bHeld, bRelease, ButtonType_StrumFretsChanged );
}
// Handle hammer-ons and pull-offs
const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - tm.Ago();
int iHopoCol = -1;
bool bDoHopo =
m_pPlayerState->m_fLastHopoNoteMusicSeconds != -1 &&
fPositionSeconds <= m_pPlayerState->m_fLastHopoNoteMusicSeconds + g_fTimingWindowHopo;
if( bDoHopo )
{
// do a Hopo:
// - on pressed fret is no higher fret is held
// - on next lowest held fret when the highest held fret is released
bool bHigherFretIsDown = false;
for( int i=col+1; i<m_NoteData.GetNumTracks(); i++ )
{
if( m_vbFretIsDown[i] )
{
bHigherFretIsDown = true;
break;
}
}
if( bHigherFretIsDown )
bDoHopo = false;
}
if( bDoHopo )
{
if( !bRelease )
{
// hammer-on
iHopoCol = col;
}
else
{
// pull-off
// find next lowest fret that is held
for( int i=col-1; i>=0; i-- )
{
if( m_vbFretIsDown[i] )
{
iHopoCol = i;
break;
}
}
if( iHopoCol == -1 )
bDoHopo = false;
}
}
if( bDoHopo )
Hopo( iHopoCol, row, tm, bHeld, bRelease );
// Check if this fret breaks all active holds.
if( !bRelease )
{
const float fSongBeat = m_pPlayerState->m_Position.m_fSongBeat;
const int iSongRow = BeatToNoteRow( fSongBeat );
int iMaxHoldCol = -1;
int iNumColsHeld = 0;
// Score all active holds to NotHeld
for( int iTrack=0; iTrack<m_NoteData.GetNumTracks(); ++iTrack )
{
// Since this is being called every frame, let's not check the whole array every time.
// Instead, only check 1 beat back. Even 1 is overkill.
const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
NoteData::TrackMap::iterator begin, end;
m_NoteData.GetTapNoteRangeInclusive( iTrack, iStartCheckingAt, iSongRow+1, begin, end );
for( ; begin != end; ++begin )
{
TapNote &tn = begin->second;
if( tn.HoldResult.bActive )
{
iMaxHoldCol = iTrack;
iNumColsHeld++;
}
}
}
// Any frets to the right of an active hold will break the hold.
if( col > iMaxHoldCol || iNumColsHeld >= 2 )
ScoreAllActiveHoldsLetGo();
}
}
void Player::Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease )
{
if( bRelease )
return;
if( m_pPlayerState->m_fLastStrumMusicSeconds != -1 )
{
DoStrumMiss();
}
m_pPlayerState->m_fLastStrumMusicSeconds = m_pPlayerState->m_Position.m_fMusicSeconds;
StepStrumHopo( col, row, tm, bHeld, bRelease, ButtonType_StrumFretsChanged );
}
void Player::DoTapScoreNone()
{
Message msg( "ScoreNone" );
@@ -1992,14 +1865,6 @@ void Player::DoTapScoreNone()
}
}
void Player::DoStrumMiss()
{
m_pPlayerState->m_fLastStrumMusicSeconds = -1;
DoTapScoreNone();
ScoreAllActiveHoldsLetGo();
}
void Player::ScoreAllActiveHoldsLetGo()
{
if( PENALIZE_TAP_SCORE_NONE )
@@ -2062,7 +1927,7 @@ void Player::PlayKeysound( const TapNote &tn, TapNoteScore score )
}
}
void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease, Player::ButtonType pbt )
void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease )
{
if( IsOniDead() )
return;
@@ -2073,18 +1938,6 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - tm.Ago();
const float fTimeSinceStep = tm.Ago();
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Step:
break;
case ButtonType_StrumFretsChanged:
case ButtonType_Hopo:
// releasing should hit regular notes, not lifts
bRelease = false;
break;
}
float fSongBeat = m_pPlayerState->m_Position.m_fSongBeat;
if( GAMESTATE->m_pCurSong )
@@ -2227,19 +2080,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
) + ROWS_PER_BEAT;
int iRowOfOverlappingNoteOrRow = row;
if( row == -1 )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_StrumFretsChanged:
iRowOfOverlappingNoteOrRow = GetClosestNonEmptyRow( iSongRow, iStepSearchRows, iStepSearchRows, false );
break;
case ButtonType_Hopo:
case ButtonType_Step:
iRowOfOverlappingNoteOrRow = GetClosestNote( col, iSongRow, iStepSearchRows, iStepSearchRows, false );
break;
}
}
iRowOfOverlappingNoteOrRow = GetClosestNote( col, iSongRow, iStepSearchRows, iStepSearchRows, false );
// calculate TapNoteScore
TapNoteScore score = TNS_None;
@@ -2277,19 +2118,9 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
TapNote tnDummy = TAP_ORIGINAL_TAP;
TapNote *pTN = NULL;
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_StrumFretsChanged:
pTN = &tnDummy;
break;
case ButtonType_Hopo:
case ButtonType_Step:
NoteData::iterator iter = m_NoteData.FindTapNote( col, iRowOfOverlappingNoteOrRow );
DEBUG_ASSERT( iter!= m_NoteData.end(col) );
pTN = &iter->second;
break;
}
NoteData::iterator iter = m_NoteData.FindTapNote( col, iRowOfOverlappingNoteOrRow );
DEBUG_ASSERT( iter!= m_NoteData.end(col) );
pTN = &iter->second;
switch( m_pPlayerState->m_PlayerController )
{
@@ -2451,99 +2282,6 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
FAIL_M(ssprintf("Invalid player controller type: %i", m_pPlayerState->m_PlayerController));
}
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_StrumFretsChanged:
{
bool bNoteRowMatchesFrets = true;
int iFirstNoteCol = -1;
for( int i=0; i<GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_iColsPerPlayer; i++ )
{
const TapNote &tn = m_NoteData.GetTapNote( i, iRowOfOverlappingNoteOrRow );
bool bIsNote = (tn.type != TapNoteType_Empty);
if( iFirstNoteCol == -1 && bIsNote )
iFirstNoteCol = i;
// Extra notes to the left (higher up on the string) can be held without penalty. It's necessary to hold
// the extra frets or pull-offs.
if( iFirstNoteCol == -1 )
continue;
bool bNoteMatchesFret = m_vbFretIsDown[i] == bIsNote;
if( !bNoteMatchesFret )
{
bNoteRowMatchesFrets = false;
break;
}
}
ASSERT( iFirstNoteCol != -1 );
if( !bNoteRowMatchesFrets )
{
score = TNS_None;
}
else
{
int iLastNoteCol = -1;
for( int i=GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_iColsPerPlayer-1; i>=0; i-- )
{
const TapNote &tn = m_NoteData.GetTapNote( i, iRowOfOverlappingNoteOrRow );
bool bIsNote = (tn.type != TapNoteType_Empty);
if( bIsNote )
{
iLastNoteCol = i;
break;
}
}
m_pPlayerState->m_fLastHopoNoteMusicSeconds = fStepSeconds;
m_pPlayerState->m_iLastHopoNoteCol = iLastNoteCol;
}
}
break;
case ButtonType_Hopo:
{
// only can hopo on a row with one note
if( m_NoteData.GetNumTapNotesInRow(iRowOfOverlappingNoteOrRow) != 1 )
{
score = TNS_None;
break;
}
// con't hopo on the same note 2x in a row
if( col == m_pPlayerState->m_iLastHopoNoteCol )
{
score = TNS_None;
break;
}
const TapNote &tn = m_NoteData.GetTapNote( col, iRowOfOverlappingNoteOrRow );
ASSERT( tn.type != TapNoteType_Empty );
int iRowsAgoLastNote = 100000; // TODO: find more reasonable value based on HOPO_CHAIN_SECONDS?
NoteData::all_tracks_reverse_iterator iter = m_NoteData.GetTapNoteRangeAllTracksReverse( iRowsAgoLastNote-iRowsAgoLastNote, iRowOfOverlappingNoteOrRow-1 );
ASSERT( !iter.IsAtEnd() ); // there must have been a note that started the hopo
if( !NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iter.Row()) )
{
score = TNS_None;
break;
}
const TapNoteResult &lastTNR = NoteDataWithScoring::LastTapNoteWithResult( m_NoteData, iter.Row() ).result;
if( lastTNR.tns <= TNS_Miss )
{
score = TNS_None;
break;
}
m_pPlayerState->m_fLastHopoNoteMusicSeconds = fStepSeconds;
m_pPlayerState->m_iLastHopoNoteCol = col;
}
break;
case ButtonType_Step:
break;
}
// handle attack notes
if( pTN->type == TapNoteType_Attack && score == TNS_W2 )
{
@@ -2586,27 +2324,8 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
if( score != TNS_None )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_StrumFretsChanged:
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
TapNote tn = m_NoteData.GetTapNote( t, iRowOfOverlappingNoteOrRow );
if( tn.type != TapNoteType_Empty )
{
tn.result.tns = score;
tn.result.fTapNoteOffset = -fNoteOffset;
m_NoteData.SetTapNote( t, iRowOfOverlappingNoteOrRow, tn );
}
}
break;
case ButtonType_Hopo:
case ButtonType_Step:
pTN->result.tns = score;
pTN->result.fTapNoteOffset = -fNoteOffset;
break;
}
pTN->result.tns = score;
pTN->result.fTapNoteOffset = -fNoteOffset;
}
m_LastTapNoteScore = score;
@@ -2630,42 +2349,8 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
}
}
// check for hopo end
if( score <= TNS_Miss )
{
m_pPlayerState->ClearHopoState();
}
// check for strum end
if( score != TNS_None )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Step:
break;
case ButtonType_StrumFretsChanged:
m_pPlayerState->m_fLastStrumMusicSeconds = -1;
break;
case ButtonType_Hopo:
break;
}
}
if( score == TNS_None )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_Step:
DoTapScoreNone();
break;
case ButtonType_StrumFretsChanged:
case ButtonType_Hopo:
break;
}
}
DoTapScoreNone();
if( !bRelease )
{
@@ -2694,23 +2379,8 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
}
if( iRowOfOverlappingNoteOrRow != -1 )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_StrumFretsChanged:
for( int i=0; i<m_NoteData.GetNumTracks(); i++ )
{
const TapNote &tn = m_NoteData.GetTapNote( i, iRowOfOverlappingNoteOrRow );
PlayKeysound( tn, score );
}
break;
case ButtonType_Step:
case ButtonType_Hopo:
const TapNote &tn = m_NoteData.GetTapNote( col, iRowOfOverlappingNoteOrRow );
PlayKeysound( tn, score );
break;
}
const TapNote &tn = m_NoteData.GetTapNote( col, iRowOfOverlappingNoteOrRow );
PlayKeysound( tn, score );
}
}
// XXX:
@@ -2718,29 +2388,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
{
if( m_pNoteField )
{
switch( pbt )
{
DEFAULT_FAIL(pbt);
case ButtonType_StrumFretsChanged:
{
// only pulse the shortest string fret
int iLastFret = -1;
for( int i=0; i<m_NoteData.GetNumTracks(); i++ )
{
if( m_vbFretIsDown[i] )
iLastFret = i;
}
if( iLastFret != -1 )
m_pNoteField->Step( iLastFret, score );
}
break;
case ButtonType_Step:
m_pNoteField->Step( col, score );
break;
case ButtonType_Hopo:
// no animation
break;
}
m_pNoteField->Step( col, score );
}
Message msg( "Step" );
msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
+1 -14
View File
@@ -103,23 +103,10 @@ public:
return *(this->m_Timing);
}
// Called when a fret, step, or strum type button changes
void Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
// Called when the strum bar is pressed down
void Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
// Called when the strum window passes without a row being hit
void DoStrumMiss();
void ScoreAllActiveHoldsLetGo();
void DoTapScoreNone();
enum ButtonType { ButtonType_Step, ButtonType_StrumFretsChanged, ButtonType_Hopo };
void StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease, ButtonType gbt );
void Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepStrumHopo(col, row, tm, bHeld, bRelease, ButtonType_Step); }
// called by Fret for Hammer-ons and Pull-offs
void Hopo( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepStrumHopo(col, row, tm, bHeld, bRelease, ButtonType_Hopo); }
void Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
void FadeToFail();
void CacheAllUsedNoteSkins();
-5
View File
@@ -23,9 +23,6 @@ void PlayerState::Reset()
m_HealthState = HealthState_Alive;
m_fLastHopoNoteMusicSeconds = -1;
m_iLastHopoNoteCol = -1;
m_PlayerController = PC_HUMAN;
m_iCpuSkill = 5;
@@ -46,8 +43,6 @@ void PlayerState::Reset()
for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
m_Inventory[i].MakeBlank();
m_fLastStrumMusicSeconds = -1;
ClearHopoState();
}
void PlayerState::Update( float fDelta )
-22
View File
@@ -94,28 +94,6 @@ public:
/** @brief The Player's HealthState in general terms. */
HealthState m_HealthState;
/**
* @brief Set to the MusicSeconds of when the a strum button was pressed.
*
* If -1, the strum window has passed. */
float m_fLastStrumMusicSeconds;
/**
* @brief Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain.
*
* If -1, then there is no current hopo chain. */
float m_fLastHopoNoteMusicSeconds;
/**
* @brief Set to the column in the current hopo chain.
*
* If -1, then there is no current hopo chain. */
int m_iLastHopoNoteCol;
/** @brief Reset the hopo state to its default. */
void ClearHopoState()
{
m_fLastHopoNoteMusicSeconds = -1;
m_iLastHopoNoteCol = -1;
}
/** @brief The type of person/machine controlling the Player. */
PlayerController m_PlayerController;
-7
View File
@@ -3222,13 +3222,6 @@ bool ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
if( iCol != -1 )
m_Player->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
return true;
case GameButtonType_Fret:
if( iCol != -1 )
m_Player->Fret( iCol, -1, input.DeviceI.ts, false, bRelease );
return true;
case GameButtonType_Strum:
m_Player->Strum( iCol, -1, input.DeviceI.ts, false, bRelease );
return true;
default:
break;
}
-7
View File
@@ -2574,13 +2574,6 @@ bool ScreenGameplay::Input( const InputEventPlus &input )
if( iCol != -1 )
pi.m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
return true;
case GameButtonType_Fret:
if( iCol != -1 )
pi.m_pPlayer->Fret( iCol, -1, input.DeviceI.ts, false, bRelease );
return true;
case GameButtonType_Strum:
pi.m_pPlayer->Strum( iCol, -1, input.DeviceI.ts, false, bRelease );
return true;
}
}
}