TapSteps -> TapNotes

This commit is contained in:
Chris Danford
2004-05-24 04:26:54 +00:00
parent b31996b97f
commit d65404e750
12 changed files with 57 additions and 54 deletions
+4 -4
View File
@@ -300,7 +300,7 @@ void PlayerMinus::Update( float fDeltaTime )
//
// Check for TapNote misses
//
UpdateTapStepsMissedOlderThan( GetMaxStepDistanceSeconds() );
UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
//
// update pressed flag
@@ -847,7 +847,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
/* AI will generate misses here. Don't handle a miss like a regular note because
* we want the judgment animation to appear delayed. Instead, return early if
* AI generated a miss, and let UpdateMissedTapStepsOlderThan() detect and handle the
* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
* misses. */
if( score == TNS_MISS )
return;
@@ -1030,9 +1030,9 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
}
void PlayerMinus::UpdateTapStepsMissedOlderThan( float fMissIfOlderThanSeconds )
void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
{
//LOG->Trace( "Steps::UpdateTapStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
int iMissIfOlderThanThisIndex;
{
const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;