don't process hold note logic while paused

SM_Pause can be sent from elsewhere to pause
START unpauses when paused
don't move on to another screen when paused
This commit is contained in:
Glenn Maynard
2005-03-11 03:54:40 +00:00
parent afe1f892eb
commit f61cce45f5
4 changed files with 31 additions and 2 deletions
+8 -2
View File
@@ -62,6 +62,7 @@ Player::Player()
m_pSecondaryScoreKeeper = NULL;
m_pInventory = NULL;
m_bPaused = false;
m_iOffsetSample = 0;
this->AddChild( &m_Judgment );
@@ -280,6 +281,8 @@ void Player::Update( float fDeltaTime )
if( GAMESTATE->m_pCurSong==NULL )
return;
ActorFrame::Update( fDeltaTime );
if( m_pPlayerState->m_bAttackBeganThisUpdate )
m_soundAttackLaunch.Play();
if( m_pPlayerState->m_bAttackEndedThisUpdate )
@@ -322,6 +325,11 @@ void Player::Update( float fDeltaTime )
m_pNoteField->SetZoom( fNoteFieldZoom );
m_Judgment.SetZoom( fJudgmentZoom );
// If we're paused, don't update tap or hold note logic, so hold notes can be released
// during pause.
if( m_bPaused )
return;
//
// Check for TapNote misses
//
@@ -493,8 +501,6 @@ void Player::Update( float fDeltaTime )
// process transforms that are waiting to be applied
ApplyWaitingTransforms();
ActorFrame::Update( fDeltaTime );
}
void Player::ApplyWaitingTransforms()