checkpoint hold comments cleanup
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@@ -2199,7 +2199,10 @@ void Player::CrossedRows( int iFirstRowCrossed, int iLastRowCrossed, const RageT
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if( HOLD_CHECKPOINTS )
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{
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// "the first row after the start of the range that lands on a beat"
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int iFirstCheckpointInRange = ((iFirstRowCrossed+ROWS_PER_BEAT-1)/ROWS_PER_BEAT) * ROWS_PER_BEAT;
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// "the last row or first row earlier that lands on a beat"
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int iLastCheckpointInRange = ((iLastRowCrossed)/ROWS_PER_BEAT) * ROWS_PER_BEAT;
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for( int r = iFirstCheckpointInRange; r <= iLastCheckpointInRange; r += ROWS_PER_BEAT )
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@@ -2219,14 +2222,13 @@ void Player::CrossedRows( int iFirstRowCrossed, int iLastRowCrossed, const RageT
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int iStartRow = iter.Row();
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int iEndRow = iStartRow + tn.iDuration;
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// First checkpoint is the first row after the hold head that lands on a beat.
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// "the first row after the hold head that lands on a beat"
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int iFirstCheckpointOfHold = ((iStartRow+ROWS_PER_BEAT)/ROWS_PER_BEAT) * ROWS_PER_BEAT;
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// The last checkpoint is the end row or the first earlier row that lands on a beat.
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// "the end row or the first earlier row that lands on a beat"
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int iLastCheckpointOfHold = ((iEndRow)/ROWS_PER_BEAT) * ROWS_PER_BEAT;
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// count the end of the hold as a checkpoint
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bool bHoldOverlapsRow = iFirstCheckpointOfHold <= r && r <= iLastCheckpointOfHold;
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if( !bHoldOverlapsRow )
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continue;
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