fix "all mines are hit if PadStickSeconds is 0"

This commit is contained in:
Chris Danford
2004-02-26 07:27:54 +00:00
parent 45d27f00fe
commit e4eb43edf0
+9 -1
View File
@@ -1087,11 +1087,19 @@ void PlayerMinus::CrossedMineRow( int iNoteRow )
{ {
const StyleInput StyleI( m_PlayerNumber, t ); const StyleInput StyleI( m_PlayerNumber, t );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI ); const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI ); float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds ) if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( t, now+(-PREFSMAN->m_fPadStickSeconds) ); Step( t, now+(-PREFSMAN->m_fPadStickSeconds) );
} }
else
{
bool bIsDown = INPUTMAPPER->IsButtonDown( GameI );
if( bIsDown )
Step( t, now );
}
}
} }
} }