InputMapper::IsButtonDown -> IsBeingPressed, to match InputFilter::IsBeingPressed

This commit is contained in:
Glenn Maynard
2006-09-08 02:12:30 +00:00
parent 18b047fd94
commit ec3b9382d2
10 changed files with 33 additions and 30 deletions
+3 -3
View File
@@ -544,7 +544,7 @@ void Player::Update( float fDeltaTime )
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const StyleInput StyleI( pn, col );
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI );
bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI );
// TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
if( m_pNoteField )
@@ -622,7 +622,7 @@ void Player::Update( float fDeltaTime )
else
{
const StyleInput StyleI( pn, iTrack );
bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, m_pPlayerState->m_mp );
}
int iEndRow = iRow + tn.iDuration;
@@ -1501,7 +1501,7 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
}
else
{
bool bIsDown = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
bool bIsDown = INPUTMAPPER->IsBeingPressed( StyleI, m_pPlayerState->m_mp );
if( bIsDown )
Step( t, iNoteRow, now, true, false );
}