[splittiming] Bringing it down. (91)

This commit is contained in:
Jason Felds
2011-05-09 21:03:30 -04:00
parent 71bf72e964
commit f7d1b46f72
10 changed files with 59 additions and 59 deletions
+12 -12
View File
@@ -1528,7 +1528,7 @@ int Player::GetClosestNoteDirectional( int col, int iStartRow, int iEndRow, bool
// Is this the row we want?
do {
const TapNote &tn = begin->second;
if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( begin->first ) )
if( GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow( begin->first ) )
break;
if( tn.type == TapNote::empty )
break;
@@ -1579,7 +1579,7 @@ int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool b
++iter;
continue;
}
if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( iter.Row() ) )
if( GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow( iter.Row() ) )
{
++iter;
continue;
@@ -2011,8 +2011,8 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
* "jack hammers." Hmm.
*/
const int iStepSearchRows = max(
BeatToNoteRow( GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTime( GAMESTATE->m_fMusicSeconds + StepSearchDistance ) ) - iSongRow,
iSongRow - BeatToNoteRow( GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTime( GAMESTATE->m_fMusicSeconds - StepSearchDistance ) )
BeatToNoteRow( GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( GAMESTATE->m_fMusicSeconds + StepSearchDistance ) ) - iSongRow,
iSongRow - BeatToNoteRow( GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( GAMESTATE->m_fMusicSeconds - StepSearchDistance ) )
) + ROWS_PER_BEAT;
int iRowOfOverlappingNoteOrRow = row;
if( row == -1 )
@@ -2089,7 +2089,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
// Stepped too close to mine?
if( !bRelease && ( REQUIRE_STEP_ON_MINES == !bHeld ) &&
fSecondsFromExact <= GetWindowSeconds(TW_Mine) &&
!GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow(iSongRow) )
!GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow(iSongRow) )
score = TNS_HitMine;
break;
@@ -2564,7 +2564,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
float fThrowAway;
int iWarpBeginRow;
float fWarpLength;
GAMESTATE->m_pCurSong->m_Timing.GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze, bDelay, iWarpBeginRow, fWarpLength );
GAMESTATE->m_pCurSong->m_SongTiming.GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze, bDelay, iWarpBeginRow, fWarpLength );
iMissIfOlderThanThisRow = BeatToNoteRow( fMissIfOlderThanThisBeat );
if( bFreeze || bDelay )
@@ -2587,7 +2587,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
continue;
// Ignore all notes that are skipped via WARPS.
if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( iter.Row() ) )
if( GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow( iter.Row() ) )
continue;
if( tn.type == TapNote::mine )
@@ -2622,7 +2622,7 @@ void Player::UpdateJudgedRows()
int iRow = iter.Row();
// If row is within a warp section, ignore it. -aj
if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow(iRow) )
if( GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow(iRow) )
continue;
if( iLastSeenRow != iRow )
@@ -2843,13 +2843,13 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
int iCheckpointFrequencyRows = ROWS_PER_BEAT/2;
if( CHECKPOINTS_USE_TICKCOUNTS )
{
int tickCurrent = GAMESTATE->m_pCurSong->m_Timing.GetTickcountAtRow( iLastRowCrossed );
int tickCurrent = GAMESTATE->m_pCurSong->m_SongTiming.GetTickcountAtRow( iLastRowCrossed );
// There are some charts that don't want tickcounts involved at all.
iCheckpointFrequencyRows = (tickCurrent > 0 ? ROWS_PER_BEAT / tickCurrent : 0);
}
else if( CHECKPOINTS_USE_TIME_SIGNATURES )
{
TimeSignatureSegment tSignature = GAMESTATE->m_pCurSong->m_Timing.GetTimeSignatureSegmentAtBeat( NoteRowToBeat( iLastRowCrossed ) );
TimeSignatureSegment tSignature = GAMESTATE->m_pCurSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( NoteRowToBeat( iLastRowCrossed ) );
// Most songs are in 4/4 time. The frequency for checking tick counts should reflect that.
iCheckpointFrequencyRows = ROWS_PER_BEAT * tSignature.m_iDenominator / (tSignature.m_iNumerator * 4);
@@ -2957,7 +2957,7 @@ void Player::HandleTapRowScore( unsigned row )
#endif
// Warp hackery. -aj
if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( row ) )
if( GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow( row ) )
return;
if( GAMESTATE->m_bDemonstrationOrJukebox )
@@ -3061,7 +3061,7 @@ void Player::HandleHoldCheckpoint( int iRow, int iNumHoldsHeldThisRow, int iNumH
#endif
// More warp hackery. -aj
if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow( iRow ) )
if( GAMESTATE->m_pCurSong->m_SongTiming.IsWarpAtRow( iRow ) )
return;
// don't accumulate combo if AutoPlay is on.