Merge pull request #846 from dguzek/MaxRegenComboAfterMiss
reinstate MaxRegenComboAfterMiss Preference
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@@ -211,7 +211,13 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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fDeltaLife *= 1 + (float)m_iProgressiveLifebar/8 * m_iMissCombo;
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fDeltaLife *= 1 + (float)m_iProgressiveLifebar/8 * m_iMissCombo;
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// do this after; only successive W5/miss will increase the amount of life lost.
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// do this after; only successive W5/miss will increase the amount of life lost.
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m_iMissCombo++;
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m_iMissCombo++;
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m_iComboToRegainLife = PREFSMAN->m_iRegenComboAfterMiss;
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/* Increase by m_iRegenComboAfterMiss; never push it beyond m_iMaxRegenComboAfterMiss
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* but don't reduce it if it's already past. */
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const int NewComboToRegainLife = min(
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(int)PREFSMAN->m_iMaxRegenComboAfterMiss,
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m_iComboToRegainLife + PREFSMAN->m_iRegenComboAfterMiss );
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m_iComboToRegainLife = max( m_iComboToRegainLife, NewComboToRegainLife );
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}
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}
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// If we've already failed, there's no point in letting them fill up the bar again.
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// If we've already failed, there's no point in letting them fill up the bar again.
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@@ -202,6 +202,7 @@ PrefsManager::PrefsManager() :
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m_iRegenComboAfterMiss ( "RegenComboAfterMiss", 5 ),
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m_iRegenComboAfterMiss ( "RegenComboAfterMiss", 5 ),
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m_iMaxRegenComboAfterMiss ( "MaxRegenComboAfterMiss", 5 ), // this was 10 by default in SM3.95 -dguzek
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m_bMercifulDrain ( "MercifulDrain", false ), // negative life deltas are scaled by the players life percentage
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m_bMercifulDrain ( "MercifulDrain", false ), // negative life deltas are scaled by the players life percentage
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m_HarshHotLifePenalty ( "HarshHotLifePenalty", true ),
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m_HarshHotLifePenalty ( "HarshHotLifePenalty", true ),
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m_bMinimum1FullSongInCourses ( "Minimum1FullSongInCourses", false ), // FEoS for 1st song, FailImmediate thereafter
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m_bMinimum1FullSongInCourses ( "Minimum1FullSongInCourses", false ), // FEoS for 1st song, FailImmediate thereafter
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+2
-1
@@ -193,7 +193,8 @@ public:
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Preference<float> m_fLifeDifficultyScale;
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Preference<float> m_fLifeDifficultyScale;
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// Whoever added these: Please add a comment saying what they do. -Chris
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// Whoever added these: Please add a comment saying what they do. -Chris
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Preference<int> m_iRegenComboAfterMiss;
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Preference<int> m_iRegenComboAfterMiss; // combo that must be met after a Miss to regen life
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Preference<int> m_iMaxRegenComboAfterMiss; // caps RegenComboAfterMiss if multiple Misses occur in rapid succession
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Preference<bool> m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
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Preference<bool> m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
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Preference<bool> m_HarshHotLifePenalty; // See LifeMeterBar.cpp -Kyz
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Preference<bool> m_HarshHotLifePenalty; // See LifeMeterBar.cpp -Kyz
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Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
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Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
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