[warps] judgement fix
+ iStepSearchRows is now seconds-based. + GetClosestNonEmptyRowDirectional and GetClosestNoteDirectional no longer return row in warps.
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+8
-1
@@ -1520,6 +1520,8 @@ int Player::GetClosestNoteDirectional( int col, int iStartRow, int iEndRow, bool
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// Is this the row we want?
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do {
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const TapNote &tn = begin->second;
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if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( begin->first ) )
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break;
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if( tn.type == TapNote::empty )
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break;
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if( !bAllowGraded && tn.result.tns != TNS_None )
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@@ -1569,6 +1571,11 @@ int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool b
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++iter;
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continue;
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}
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if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( iter.Row() ) )
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{
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++iter;
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continue;
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}
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return iter.Row();
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}
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}
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@@ -1966,7 +1973,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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* Either option would fundamentally change the grading of two quick notes
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* "jack hammers." Hmm.
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*/
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const int iStepSearchRows = BeatToNoteRow( StepSearchDistance * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate );
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const int iStepSearchRows = BeatToNoteRow( GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTime( GAMESTATE->m_fMusicSeconds + StepSearchDistance ) ) - iSongRow;
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int iRowOfOverlappingNoteOrRow = row;
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if( row == -1 )
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{
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