fixed hold note head slipping above receptors if you aren't holding down the button

This commit is contained in:
Chris Danford
2002-09-15 19:38:44 +00:00
parent c311a87be9
commit e89e4674d4
+6 -3
View File
@@ -220,14 +220,17 @@ void Player::Update( float fDeltaTime )
m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing
if( bSteppedOnTapNote && bIsHoldingButton ) if( bSteppedOnTapNote ) // this note is not judged and we stepped on its head
{
m_NoteField.m_HoldNotes[i].m_fStartBeat = fSongBeat; // move the start of this Hold
}
if( bIsHoldingButton )
{ {
// Increase life // Increase life
fLife += fDeltaTime/HOLD_ARROW_NG_TIME; fLife += fDeltaTime/HOLD_ARROW_NG_TIME;
fLife = min( fLife, 1 ); // clamp fLife = min( fLife, 1 ); // clamp
m_NoteField.m_HoldNotes[i].m_fStartBeat = fSongBeat; // move the start of this Hold
m_GhostArrowRow.HoldNote( hn.m_iTrack ); // update the "electric ghost" effect m_GhostArrowRow.HoldNote( hn.m_iTrack ); // update the "electric ghost" effect
} }
else else