Chris Danford
e45f16abb7
experimental support for per-player sound streams
2007-04-24 05:53:41 +00:00
Glenn Maynard
0908ed9061
remember m_iCurrentStageIndex
2007-04-24 02:08:31 +00:00
Glenn Maynard
5318d0670d
Previously, BeginStage was called in SGameplay and FinishStage was called
...
in each place gameplay exits. This incremented the stage number in SSM,
and was brittle: FinishStage was sprinkled in many odd places. Do both
in SGameplay.
This increments the stage number as soon as gameplay ends. This only
affects evaluation. Use the stage number from StageStats there, instead
of the current stage, and adjust branches. During evaluation, the
game is on the upcoming stage and displaying old data for the last
stage, instead of the stage continuing through evaluation.
This also moves a bunch of scoring-related stuff out of SEvaluation,
to the end of gameplay, where it belongs. Eval is almost const, and things
won't break like they would before if Eval is not used.
2007-04-24 01:35:32 +00:00
Glenn Maynard
e4bace37c8
remove m_StageType
2007-04-24 00:42:37 +00:00
Glenn Maynard
2f8e621439
store stage in StageStats
2007-04-24 00:25:54 +00:00
Glenn Maynard
57bd25bb0c
clean m_vPlayedStageStats as players unjoin
2007-04-19 14:34:42 +00:00
Steve Checkoway
fa949c78e4
Don't play ready/go/failed/toasty/next song twice. I believe that since GenericTweenOn() returns true, BeginScreen() will run On on the entire screen.
2007-04-08 23:19:49 +00:00
Steve Checkoway
9f458bd62b
Only load the commands once.
2007-04-08 22:48:25 +00:00
Glenn Maynard
570f17017a
fFadeOutSeconds
2007-04-06 18:16:47 +00:00
Glenn Maynard
f6677b20a3
p.m_FadeLength -> p.m_fFadeOutSeconds
2007-04-06 18:09:46 +00:00
Steve Checkoway
3817a695e1
Only human players can have beginner helpers.
2007-04-01 06:55:01 +00:00
Glenn Maynard
3f32295bc9
tweak:
...
- tune down speedup near 100%
- start slowing down at 50% if time is available
2007-03-18 19:53:20 +00:00
Glenn Maynard
642e2cac82
tweak haste to prevent slowing the song down too long
2007-03-18 19:38:11 +00:00
Glenn Maynard
1d7383bdba
PlayerFailed message
2007-03-07 04:51:38 +00:00
Glenn Maynard
3da4055c98
fix long delay, takes so long the period is nearly elapsed before it's
...
visible
2007-03-07 02:54:54 +00:00
Glenn Maynard
1d208be68b
consistent on
2007-03-06 22:51:50 +00:00
Glenn Maynard
7f32fba3b7
fix reloading commands; don't rename and reload actors mid-screen
2007-03-03 04:54:22 +00:00
Glenn Maynard
0c056ca597
fix reloading commands; don't rename and reload actors mid-screen
2007-03-03 04:45:33 +00:00
Glenn Maynard
5b0e0525d8
remove unused
2007-03-03 04:23:20 +00:00
Glenn Maynard
4c9b90a480
do judgements in Lua
...
remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard
08b5a9f697
odn't special case Transitions; send them an OnCommand from
...
BeginScreen, just like everything else
2007-02-26 03:13:54 +00:00
Glenn Maynard
79357a62e3
move start periods into metrics
...
This was originally derived from the transitions, to make the
start times automatically work when people change transitions.
That doesn't give enough control, though.
2007-02-26 01:46:50 +00:00
Glenn Maynard
69b562db23
clarify
2007-02-26 01:09:02 +00:00
Glenn Maynard
311387c795
unused return value
2007-02-26 00:53:27 +00:00
Glenn Maynard
67c0c7dd91
remove old comment; unnecessary
2007-02-26 00:41:52 +00:00
Glenn Maynard
a1894265ef
cleanup
2007-02-26 00:41:31 +00:00
Glenn Maynard
0c521da005
remove ScoreFrame
2007-02-25 22:50:57 +00:00
Glenn Maynard
820855f379
remove unused MaxCombo. Do this in Lua if wanted.
2007-02-25 22:33:54 +00:00
Glenn Maynard
2f04a1fe29
HealthStateChanged
2007-02-25 08:51:41 +00:00
Glenn Maynard
e30b6fe6c2
bind HealthState
2007-02-25 08:23:50 +00:00
Chris Danford
f77647b5ad
enum name cleanup: DIFFICULTY_* -> Difficulty_*
2007-02-22 07:18:05 +00:00
Chris Danford
491ab6eaf5
StyleType enum name cleanup
2007-02-22 06:56:17 +00:00
Chris Danford
2c30453a27
fix duplicate command loading
2007-02-19 09:49:23 +00:00
Chris Danford
599db61b62
Always call LoadAllCommands explicitly.
...
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +00:00
Chris Danford
f7fc9ceaa5
remove Set/GetHidden, leave *Visible
...
remove hidden from ActorCommands eventually
2007-02-13 06:32:26 +00:00
Glenn Maynard
0387924fab
remove BPMDisplay from gameplay; not used
...
add SongBPMDisplay; use it if you want that
2007-02-12 23:22:50 +00:00
Charles Lohr
0eb11fd2d7
"Fix" Crash at game time when two people use the same computer to log on and play SMOnline.
2007-02-12 22:01:50 +00:00
Glenn Maynard
ba36cd8794
bind PlayerInfo
2007-02-12 00:03:38 +00:00
Chris Danford
253461000c
move common PlayTicks code into GameplayAssist
2007-01-25 00:50:57 +00:00
Glenn Maynard
008ea63793
SOUND->GetPlayLatency -> SOUNDMAN->GetPlayLatency
2007-01-18 09:12:50 +00:00
Glenn Maynard
c51214174f
implement m_bMuteOnError
2007-01-16 02:32:27 +00:00
Glenn Maynard
6ed7363ce0
SoundEffectControl_Off for none
2007-01-16 02:15:10 +00:00
Glenn Maynard
9046f91eb2
use SoundEffectControl
2007-01-16 01:39:04 +00:00
Glenn Maynard
e2a7576d10
GetPerButtonInfo
2007-01-12 23:00:40 +00:00
Steve Checkoway
d7de914a77
Fix crash when pushing other buttons. I don't really like this. Some of the paths through StepStrumHopo can handle col = -1 but others lead to crashes. Maybe it should be refactored so that all code touching col is separate from the Strum code where col is -1.
2007-01-03 05:40:19 +00:00
Chris Danford
64cf66a639
fix broken strum
2006-12-11 12:27:58 +00:00
Glenn Maynard
7385c1f4c1
merge SetPosition_Accurate and SetPosition_Fast. Use a property
...
instead.
2006-12-10 08:59:13 +00:00
Steve Checkoway
8329d2babe
If the column is invalid, return.
2006-12-06 07:16:38 +00:00
Glenn Maynard
ed07cf213a
"haste" mod
2006-11-30 08:22:30 +00:00
Glenn Maynard
c241a4aaf8
m_fRate -> m_fSpeed
2006-11-30 07:32:38 +00:00