Commit Graph
23535 Commits
Author SHA1 Message Date
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
Glenn Maynard 1bd7c3c480 call luaopen() functions through Lua 2006-11-09 03:52:59 +00:00
Chris Danford ea2581fa4e add Character InitCommand (useful for scaling characters) 2006-11-05 04:58:33 +00:00
John Bauer a55c69dc6e Push the string for StepsType onto Lua instead of the integer.
This fixes a bug where opening the course editor and pressing down
immediately CTDs.

There is still a bug where sometimes a "random" stepchart has an
uninitialized StepsType.  This can be reliably triggered by going to the
Course Editor, creating a new course, and exiting without changing
the course any.  It will have one random song with an uninitialized
StepsType, causing a CTD.
2006-11-05 00:09:54 +00:00
Steve Checkoway c4fe855aca Spacing. 2006-11-04 23:36:42 +00:00
Steve Checkoway 63bb4faf7d Make NotesWriterDWI also a namespace. 2006-11-04 23:36:11 +00:00
Steve Checkoway 0ed39a2f5e No persistent data so make it a namespace. 2006-11-04 23:28:33 +00:00
Steve Checkoway 4ab88447f4 Make static, nonmember functions. 2006-11-04 23:23:41 +00:00
John Bauer af8c5e7df9 These three stepchart load methods should set SavedToDisk just like the
SM load method does.
2006-11-04 14:18:26 +00:00
Glenn Maynard e77cf2375f don't clear the texture redundantly
fix missing SetZoom
2006-11-03 07:31:19 +00:00
Steve Checkoway d9a533bf9f Simplify. 2006-11-03 05:44:57 +00:00
Steve Checkoway 4f4c6b5e87 Fix compile. 2006-11-03 05:33:43 +00:00
Steve Checkoway 360f1e66d5 Simplify. 2006-11-03 04:49:29 +00:00
Steve Checkoway 24a5651f0e Remove all items from a collection equal to a particular element in linear time. Only really useful for Sequences. 2006-11-03 04:46:36 +00:00