John Bauer
00b40c7468
Change TrailEntry so it uses a StepsID instead of a Steps*.
...
Now Edit Mode can change the Steps pointers without causing crashes
because of the Trails. (Exception: deleted song or steps.)
2006-11-10 05:47:10 +00:00
John Bauer
5d2bf93725
Make all uses of the Steps* in the TrailEntry class use an accessor method.
...
This makes it simple to switch to something else, such as using a StepsId
instead of a Steps*.
2006-11-10 05:04:09 +00:00
Glenn Maynard
2c14373639
cleanup bools
2006-11-10 03:09:51 +00:00
Glenn Maynard
49cb6fe970
remove MaxRegenComboAfterMiss
2006-11-09 09:51:21 +00:00
Glenn Maynard
c5f0f565ce
simplify; don't accumulate m_iComboToRegainLife
2006-11-09 09:49:50 +00:00
Glenn Maynard
28c0816cd4
simplify
2006-11-09 09:48:51 +00:00
Glenn Maynard
efdcb63f1b
simplify, more consistent
2006-11-09 09:47:44 +00:00
Glenn Maynard
97894cfb47
remove unused OnTaunt
2006-11-09 09:38:38 +00:00
Glenn Maynard
15b998b089
update
2006-11-09 09:32:23 +00:00
Glenn Maynard
5a900546fa
update
2006-11-09 09:26:37 +00:00
Glenn Maynard
bc9ad19157
simplify m_fPassmark. Use with FailAtEnd.
2006-11-09 09:21:52 +00:00
Glenn Maynard
08bf61191d
Add FailAtEnd, which means "check failure only at the very
...
end of the song" (intended for use with "PassMark", which
needs a better name). This isn't called "FailEndOfSong" to
avoid confusion, and was the prompting for renaming
FailEndOfSong.)
2006-11-09 09:09:40 +00:00
Glenn Maynard
f20ce1377b
remove DefaultFailTypeNoOff
2006-11-09 09:08:05 +00:00
Glenn Maynard
40573d9fb0
remove RegenComboAfterFail. It was only for TwoPlayerRecovery.
2006-11-09 09:06:41 +00:00
Glenn Maynard
444108b3d6
unintentional
2006-11-09 08:39:46 +00:00
Glenn Maynard
cd79b95422
remove bFailedEarlier
2006-11-09 08:39:45 +00:00
Glenn Maynard
e1eb59bc02
use bFailed
2006-11-09 08:23:55 +00:00
Glenn Maynard
dadfbf7045
remove StageStats::AllFailedEarlier
2006-11-09 08:21:56 +00:00
Glenn Maynard
a1b2e0694c
AllFailedEarlier -> AllFailed
2006-11-09 08:18:58 +00:00
Glenn Maynard
4c406c9123
We have:
...
LifeMeter->IsFailing()
-- whether the player would fail if a failure check was made right now
bFailedEarlier
-- whether the player was failing at some point
bFailed
-- whether the player actually failed
bFailedEarlier is set even in FailOff, but other than that the two
are identical. Most of the time, use bFailed; in FailOff, the player
should never fail, so bFailedEarlier should be meaningless.
2006-11-09 08:16:34 +00:00
Glenn Maynard
b8e7bb520a
remove confusing unused
2006-11-09 07:59:20 +00:00
Glenn Maynard
ff4376868f
FailEndOfSong sounds like "fail at the end of the song", but
...
actually means "fail immediately, but you can play the rest
of the song anyway". Rename FAIL_END_OF_SONG to
FAIL_IMMEDIATE_CONTINUE, to reflect this better.
2006-11-09 07:49:49 +00:00
Glenn Maynard
93e85f9125
remove unused
2006-11-09 07:44:31 +00:00
Glenn Maynard
49d80d7690
Remove TwoPlayerRecovery. It means that if I'm failing and you're
...
passing, then I come back and you start failing, we keep going,
as long as one or the other of us was passing at any given time.
This is very unlikely to happen and be useful, and the fail logic
is complicated and brittle and needs simplification.
2006-11-09 07:33:57 +00:00
Glenn Maynard
d3fb4047d2
typo
2006-11-09 07:08:09 +00:00
Glenn Maynard
701f9ee5f1
comment
2006-11-09 07:07:24 +00:00
Glenn Maynard
c4ffc4f9c4
use PlayerState::HOT, not GetLife
2006-11-09 06:50:48 +00:00
Glenn Maynard
d59c978fef
use PlayerState::HOT, not GetLife
2006-11-09 06:49:39 +00:00
Glenn Maynard
49ce79328e
simplify: danger is danger
2006-11-09 06:43:56 +00:00
Glenn Maynard
346d68545c
do DeadPlayer with Lua/XML
2006-11-09 06:41:56 +00:00
Glenn Maynard
112e13ce52
don't need IsPlayerInDanger
2006-11-09 06:39:52 +00:00
Glenn Maynard
31534db436
if FAIL_OFF, don't set DANGER or DEAD. This means
...
GameState::AllAreInDangerOrWorse is always false in FAIL_OFF; if
emptying the lifebar doesn't fail you, you're not in danger from it.
2006-11-09 06:26:28 +00:00
Glenn Maynard
f56a2ba7df
move ShowDanger into Background
2006-11-09 06:16:08 +00:00
Glenn Maynard
d0ce8aef5b
Simplify: ShowDanger is a Background preference, and should not
...
influence GameState.
2006-11-09 06:14:19 +00:00
Glenn Maynard
43b7c4ac7d
m_HealthState is confusing; it's updated from other stats, and then the
...
original stats as well as m_HealthState are used for control logic.
Simplify; remove AllAreFailing, and figure it out directly.
2006-11-09 06:10:19 +00:00
Glenn Maynard
815f3d6dd5
remove unused CombinedLifeMeter::IsFailing. Nothing uses it, so
...
it probably doesn't work. Maybe a cleaner way if this is needed would
be to have a stub regular LifeMeter that points to CombinedLifeMeter, so
we don't need repetitive logic.
2006-11-09 06:03:18 +00:00
Glenn Maynard
0589d3f72a
remove noop (if we want these, better to broadcast a message)
2006-11-09 05:45:10 +00:00
Glenn Maynard
0e69f069e7
remove noop
2006-11-09 05:40:45 +00:00
Glenn Maynard
06214febf3
remove noop
2006-11-09 05:40:44 +00:00
Glenn Maynard
42b94af935
remove FAIL_THRESHOLD. This shouldn't be changed; failing with this
...
life meter means "empty".
2006-11-09 05:36:29 +00:00
Glenn Maynard
2c931f65d9
cleanup
2006-11-09 05:05:08 +00:00
Glenn Maynard
a480164c7e
cleanup
2006-11-09 04:59:17 +00:00
Glenn Maynard
133344a15f
try to simplify this UpdateNonstopLifebar stuff (which seems to have
...
nothing to do with Nonstop). This stuff is very tweaky and should
probably be broken out into Lua or something.
2006-11-09 04:58:03 +00:00
Glenn Maynard
c865444202
cleanup
2006-11-09 04:48:56 +00:00
Glenn Maynard
9a0457a84b
simplify
2006-11-09 04:47:33 +00:00
Glenn Maynard
c48e4fe8bc
remove noop
2006-11-09 04:45:44 +00:00
Glenn Maynard
28724eb156
SongChanged -> SongModified (confusing with CurrentSongChanged)
2006-11-09 04:32:23 +00:00
Glenn Maynard
a1ead63fb1
fix message name
2006-11-09 04:25:58 +00:00
Glenn Maynard
1f2ddf24a7
remove never used
2006-11-09 04:20:47 +00:00
Glenn Maynard
280d09bc2e
remove never used ForceFail
2006-11-09 04:17:16 +00:00