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