Commit Graph

362 Commits

Author SHA1 Message Date
Charles Lohr cac98a3d12 Made the sink metric cached. (for speed) 2004-07-02 19:06:11 +00:00
Charles Lohr 66b1763049 Added ReceptorNoSinkScoreCutoff =
to prevent arrows from sinking on certain notes.
2004-07-02 01:24:11 +00:00
Chris Danford 5544445ad0 name cleanup: StyleDef -> Style 2004-06-28 07:26:00 +00:00
Chris Danford 586f57c7c9 remove game-specific scoring code. Move TapNoteScore mappings into GameDef. 2004-06-27 01:16:00 +00:00
Chris Danford 3818cab51d add pref "JudgeWindowAdd" to account for differences in input sampling rate 2004-06-27 00:03:06 +00:00
Glenn Maynard ec3268c86c work around odd compiler problem 2004-06-19 23:04:10 +00:00
Glenn Maynard 30a9bf3292 license update 2004-06-08 00:08:04 +00:00
Steve Checkoway 6ca8fbd3c2 Remove ASSERT. 2004-05-31 22:34:20 +00:00
Steve Checkoway be7f0fdba5 er, the assert is here 2004-05-31 22:11:45 +00:00
Glenn Maynard c00ba374d1 add assert 2004-05-31 01:03:45 +00:00
Steve Checkoway ef17d8b09e Add checkpoint to track a crash 2004-05-30 22:55:05 +00:00
Chris Danford d65404e750 TapSteps -> TapNotes 2004-05-24 04:26:54 +00:00
Chris Danford 4bb777232d name cleanup: "pNotes" -> "pSteps" 2004-05-24 03:41:39 +00:00
Chris Danford ee4427a54b clean up CPU player naming
add default CPU player modifiers
2004-05-16 02:51:55 +00:00
Glenn Maynard 9c1a5f6957 encapsulate hold results in HoldNoteResult (HoldNoteScore + life)
instead of moving HoldNote::iStartRow forward while a hold note is
held, set HoldNoteResult::iLastHeldRow
fixes hold heads cycling through all note colors while held (wasn't very
visible due to the hold ghost) and GetSuccessfulHands bugs
2004-05-07 04:57:29 +00:00
Glenn Maynard 97e040279e autosync is back - Tom Jackson appears in a puff of logic 2004-04-15 05:41:57 +00:00
Glenn Maynard 94d3512316 Remove what's left of "Tom Jackson"'s autosync code, since he's
MIA (the only person we couldn't contact for the license switch).  Back
soon ...
2004-04-14 00:21:58 +00:00
Glenn Maynard 61fc9629e2 fix both ScoreKeeperRave launch attack p1 and Player attack launch p2
being played when p1 launches an attack
simplify battle/course attack sound handling; do it in the same place;
make the sound filenames clear
2004-04-08 03:40:28 +00:00
Steve Checkoway 20a8bab45c Clean up includes. 2004-04-05 05:22:32 +00:00
Glenn Maynard c328b85dc0 update 2004-03-28 09:49:05 +00:00
Glenn Maynard 8b1d60a558 add debugging 2004-03-28 08:49:57 +00:00
Chris Danford e89bbf1565 make judgments slightly smaller in mini so they don't cover up so much of the notes 2004-03-25 09:31:38 +00:00
Chris Danford d6bc74bc13 clean up AttackBeganThisUpdate flag
fix Player LaunchAttack sound
2004-03-24 07:37:35 +00:00
Chris Danford 7695e4bdf4 fix judgment from previous song hangs around when switching course songs 2004-03-24 07:05:50 +00:00
Glenn Maynard a0b369442d use balance for mines
only change mine balance when two people are actually playing
2004-02-28 04:14:13 +00:00
Glenn Maynard bd24ba0e4c hopefully fix music rate judgement problems 2004-02-27 03:32:11 +00:00
Chris Danford e4eb43edf0 fix "all mines are hit if PadStickSeconds is 0" 2004-02-26 07:27:54 +00:00
Glenn Maynard c2c796d90c fix warning 2004-02-26 03:18:51 +00:00
Chris Danford aaf2b2295c fix wrong hold judgment positioning with mods on (especially flip or alternate) 2004-02-25 07:30:12 +00:00
Chris Danford 6b4b560cff account for sticky pads in mine hit detection 2004-02-25 05:49:54 +00:00
Glenn Maynard 77716561dd const fix
comment
2004-02-11 05:57:51 +00:00
Chris Danford f36b2f2c77 fix "stepping on a mine during a stop gives you a Marvelous" (Disconnected Hyper Expert) 2004-01-24 19:11:52 +00:00
Chris Danford c8fc9ddeae options name cleanup, fixes 2004-01-20 07:09:44 +00:00
Glenn Maynard f308dbfb58 Use the beat timestamp. This improves timing accuracy by up to 10ms
at times: we no longer lose accuracy if something happens during the update
between updating the music position and processing steps.
2004-01-18 06:53:25 +00:00
Chris Danford dcb3ae4991 don't show hold judgments if blind (no joking around this time) 2004-01-15 03:19:41 +00:00
Chris Danford 38ae3725f0 don't show hold judgments if blind 2004-01-15 03:12:03 +00:00
Chris Danford b555be59df more rave balancing
add "noquads"
2004-01-12 03:47:55 +00:00
Chris Danford 8a3b448bd9 simplify 2004-01-12 01:54:30 +00:00
Chris Danford 2c0daa9f3d simplify autoplay/cpu logic 2004-01-12 01:48:50 +00:00
Chris Danford 0afed1540a smarter AI handling of mines 2004-01-11 23:31:37 +00:00
Chris Danford d91d6bcb8c fix "PC_CPU players rows calculate the row score more than once if mines in the row" 2004-01-11 22:29:18 +00:00
Chris Danford 40b2ecfee5 simplify mine scoring
add separate dance point weights for mines
2004-01-02 08:43:14 +00:00
Chris Danford b0f277b696 don't show keyblocks for non-human players 2004-01-01 04:06:37 +00:00
Chris Danford 7fa80e5530 change hold explosion format 2004-01-01 01:53:25 +00:00
Glenn Maynard 33899d03d6 combo graph fix 2003-12-23 04:44:34 +00:00
Glenn Maynard 116d92cbd2 split out ApplyWaitingTransforms 2003-12-23 02:17:28 +00:00
Glenn Maynard 9170e91bcc Move CurStageStats and vPlayedStageState out of GAMESTATE. Having
GameState.h depend on StageStats.h is too inconvenient.
2003-12-23 00:26:00 +00:00
Chris Danford 4ac936cfbf GrayArrow => ReceptorArrow
move ReceptorArrow metrics into NoteSkin
ReceptorArrow metrics, code cleanup
2003-12-22 10:30:10 +00:00
Glenn Maynard a1458b2095 simplify and fix up combo/life stats 2003-12-22 01:55:03 +00:00
Glenn Maynard c1462d88f5 TimingData 2003-12-18 04:48:26 +00:00