Jason Felds
efb37b47d7
[splittiming] Hey FSX, catch!
2011-05-14 18:17:48 -04:00
Flameshadowxeroshin
6b0a939290
[splittiming] new EffectModes (not available from Lua yet), clarified error message
2011-05-14 17:03:49 -05:00
Thai Pangsakulyanont
fb0fb41ac2
initialize m_bIsEditorStepTiming with true, to be sure.
2011-05-14 21:35:43 +07:00
Jason Felds
29e0bd3d2f
[splittiming] Prepare timing bool switch.
...
This is needed in GAMESTATE due to it
also going to be called in NoteField.
2011-05-12 22:24:25 -04:00
Thai Pangsakulyanont
2507cf7c0a
[splittiming] merge
2011-05-12 16:56:15 +07:00
Thai Pangsakulyanont
eda727ddf9
[splittiming]
...
- load split timing from BMS files
- fix a crash because autogen'd steps don't inherit the timing from parent
- be more verbose in UpdateSongPosition
2011-05-12 16:44:24 +07:00
Jason Felds
8de6ddb7e3
[default -> splittiming] Cleanliness.
2011-05-11 17:07:20 -04:00
Jason Felds
da51e26d07
Standardize conversion processes.
...
Too many arguments for or against the many methods:
stick to one inside a common function.
This commit will force recompilation of many files.
2011-05-11 15:58:31 -04:00
Thai Pangsakulyanont
1bf99bd528
[splittiming] make screenedit work with the steps' timing.
2011-05-11 20:53:40 +07:00
Jason Felds
fb8b387fb7
[splittiming] Compiles and links.
...
Not guaranteed to work. Adjustments to GameState
and SongPosition may still be needed.
2011-05-10 14:53:59 -04:00
Thai Pangsakulyanont
b8a4521f9c
Move the reset code to SongPosition.
2011-05-10 21:22:01 +07:00
Thai Pangsakulyanont
e1e605b736
[splittiming] move bogus variables back to GameState (210)
2011-05-10 20:03:51 +07:00
Thai Pangsakulyanont
241738c18b
[splittiming] Let's break things again! (222)
...
We introduced a new class, called "SongPosition", that replaces some instance variables in the GameState class. (GameState::m_Position).
Then, you also have it in PlayerState class which keeps track of the position based on their steps. (PlayerState::m_Position).
Fixing the build errors:
- GAMESTATE->m_fSomething should now be:
- GAMESTATE->m_Position.m_fSomething
- pPlayerState->m_Position.m_fSomething (or m_pPlayerState for some instance!)
2011-05-10 19:54:05 +07:00
AJ Kelly
348df5f561
Fix issue 247; a crash occurs when exiting Practice mode from dance-solo, dance-threepanel, and popn-nine (all of which can only have one player). Not sure if any other modes will cause this crash.
2011-04-02 00:32:30 -05:00
Thai Pangsakulyanont
ac336215bd
[warps] allow stops inside warps and convert high bpm to warps
...
+ sometimes there are delays/stops in high BPM sections,
they have to be handled inside a warp to be able to convert
it easily.
+ on the stopped / delayed rows with warps, judging become
enabled for that row.
Issues:
+ the bpm threshould is hardcoded (right now it's 400000.0).
someone change it please.
+ slight off-sync from conversion. haven't figured out how to
work around it yet.
2011-03-26 22:07:24 +07:00
Thai Pangsakulyanont
4316579e89
[warps] my attempt at making warps work. see commit message.
...
+ TimingData: rewrote GetBeatAndBPSFromElapsedTimeNoOffset and GetBeatFromElapsedTimeNoOffset
to make it simpler and compute times correctly, by going through 3 arrays at the same time.
+ TimingData: added TimingData::IsWarpAtRow(int) just in case.
+ The skipping part is now handled by TimingData.
Current issues:
+ the rewritten function does not check if the vectors are sorted.
+ if you press the notes after the skip before the skip is reached, the notes in the warp
range got hit instead because m_iWarpBeginRow was not set before the warp is reached.
+ the notes after the skipped part are not judged if hit before the warp is reached and
the warp is big enough.
2011-03-25 23:19:31 +07:00
Jason Felds
92e3ab338d
[warps] More consistent naming.
...
Now to make changes...
2011-03-25 01:52:14 -04:00
Jason Felds
a085d0d1da
Line endings...be normalized!
2011-03-17 01:47:30 -04:00
Jason Felds
81ccc7daba
Quickly variables! Into the magic mirror!
2011-03-14 03:32:07 -04:00
AJ Kelly
e890bd446c
fix bugs, for real this time
2011-03-09 19:12:15 -06:00
AJ Kelly
7e99570ddb
fix a bug
2011-03-09 17:34:49 -06:00
AJ Kelly
319efa9060
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...
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~~~~~~~~~` -
2011-03-09 17:27:28 -06:00
AJ Kelly
7567d21a9e
moving some stuff out of here
2011-03-02 14:37:05 -06:00
AJ Kelly
d0059135c4
whiny piece of junk
2011-02-27 22:05:22 -06:00
Jason Felds
9d13036e08
Add @briefs to the Luna classes.
...
Yeah...there was a lot. */
2011-02-19 12:26:18 -05:00
AJ Kelly
0b13f2f5a5
working towards issue 24
...
http://ssc.ajworld.net/sm-ssc/bugtracker/view.php?id=24
2011-02-15 23:44:36 -06:00
AJ Kelly
f98fca77f5
remove old logging
2010-12-28 13:45:39 -06:00
AJ Kelly
e15e38a1a7
just some small coment+cleanup
2010-12-19 13:37:45 -06:00
AJ Kelly
a8de96107f
New Lua Bindings: Profile:SetCharacter(sCharID), GAMESTATE:GetCharacter(PlayerNumber), GAMESTATE:SetCharacter(PlayerNumber,sCharID)
2010-12-18 14:42:07 -06:00
AJ Kelly
c51948467c
just some comments and such
2010-08-22 12:35:19 -05:00
AJ Kelly
53a8a435ef
remove unfinished karaoke mode
2010-08-19 21:24:35 -05:00
AJ Kelly
26bd3d565b
this is a big one...
...
[Player] fix a warning [shakesoda]
[Player] Change combo coloring logic in course mode:
"PERCENT_UNTIL_COLOR_COMBO refers to how long through the course the combo color
should appear (scaling to the number of songs). (This may not be desired behavior,
however.)" Let me know if I should add an alternate way to specify course combo
color logic. -aj
[other files including Player.cpp]
Update warp note logic; It used to be WarpFromRow=WarpToRow, now it's WarpFromRow=WarpLengthBeats.
They still aren't functional but I'm getting closer. Negative Stops are still not converted.
2010-08-15 16:12:30 -05:00
AJ Kelly
acb9099c75
comment/cleanup
2010-06-30 00:04:52 -05:00
AJ Kelly
53c69088e2
Fix crashes in Rave/Battle mode.
2010-06-10 14:23:31 -05:00
AJ Kelly
3437972a2e
fix the part where warps break building
2010-05-31 19:10:40 -05:00
AJ Kelly
f79d6fb365
sync up hg with the svn code in preparation for sm-ssc v1.0 beta 4; this adds at least one new Lua binding and the WIP warps code (partially-working in quirks mode).
2010-05-30 17:03:30 -05:00
AJ Kelly
fb39b4fdfb
(no really this time, try and fix the build.)
2010-05-01 11:38:13 -05:00
AJ Kelly
322f0182a1
comment out warp stuff not used in public repo version (yet), should hopefully fix the compile
2010-05-01 11:36:25 -05:00
AJ Kelly
8408d15345
and some small cleanup on gamestate
2010-04-30 12:38:32 -05:00
AJ Kelly
cb57878455
new metric [GameState] DisablePremiumInEventMode (bool)
2010-04-30 12:36:09 -05:00
AJ Kelly
642f4b107c
the various changes that I forgot to commit (cleanup and so forth) into hg,
...
culminating in syncing with sm-ssc v1.0 public beta 2
2010-03-31 17:37:09 -05:00
AJ Kelly
f60901b2d6
f008761: Don't call GetFirstCompatibleStyle if numSidesJoined == 0 (ScreenContinue) [Chris Danford]
2010-03-28 11:12:59 -05:00
AJ Kelly
02c7037721
sm-ssc v1.0 Public Beta 1 code changes
2010-03-01 00:44:39 -06:00
AJ Kelly
60b86919ba
[Player] CheckpointsFlashOnHold metric added (bool). also cleanup/comment/etc.
2010-02-24 02:40:36 -06:00
AJ Kelly
c43635b6b3
efa81bc: don't filter NoteSkins at a PrefsManager/NoteSkinManager level. Leave the NoteSkin sorting and filtering up to the theme. [Chris Danford]
...
ScreenWithMenuElements.cpp - add Cancel command, so actors can react to Cancel.
GameState.cpp - cleanup
2010-02-19 16:05:50 -06:00
AJ Kelly
75861f22a1
various commits from SM4 SVN, courtesy of Glenn and Vyhd.
2010-02-14 23:02:34 -06:00
AJ Kelly
c45d0c89c7
fc3d177: Fix GAMESTATE:GetCurrentSteps() only returning single-player steps for any difficulty [vyhd]
2010-02-09 17:01:30 -06:00
AJ Kelly
3e51544930
Initial commit.
2010-01-26 21:00:30 -06:00
Devin J. Pohly
80057f53cd
smsvn -> ssc-hg glue: rearrange directory structure
2013-06-10 15:38:43 -04:00