Glenn Maynard
d04a5920fa
LuaExpression -> LuaReference
2006-09-21 02:09:44 +00:00
Steve Checkoway
78d266cf6e
Simplify.
2006-09-13 08:17:56 +00:00
Glenn Maynard
e8b325eac2
fix merge
2006-09-13 02:31:48 +00:00
Glenn Maynard
d7e4bf7817
remove InputMapper::StyleToGame(StyleI)
2006-09-13 01:54:16 +00:00
Glenn Maynard
51220acce2
remove unused
2006-09-13 01:46:14 +00:00
Glenn Maynard
d6ad18f73e
remove InputMapper::IsBeingPressed(StyleI)
2006-09-13 01:45:10 +00:00
Glenn Maynard
9f54f1b248
remove InputMapper::GetSecsHeld(StyleI)
2006-09-13 01:38:10 +00:00
Glenn Maynard
ea10bd4422
simplify
2006-09-13 01:00:08 +00:00
Glenn Maynard
2faf8f9135
simplify
...
I'd prefer to get rid of the StyleInput versions of INPUTMAPPER
calls, and just pass in GameInputs and leave conversion to the
users (which aren't many). The MultiPlayer hack makes this
hard, though, where we pass in the MultiPlayer to check; that
affects the underlying DeviceInput that's constructed.
2006-09-13 00:59:44 +00:00
Glenn Maynard
6a80311172
phase out StyleI.player
2006-09-13 00:16:23 +00:00
Glenn Maynard
87bb92451b
StyleI.player duplicates MenuI.player when the style is set. It's
...
essentially being used as a hack to see if the style is set, and
as a shortcut for converting from StyleInput back to GameInput,
complicating InputEventPlus in the process. Remove it, and just
pass along the PlayerNumber when it's actually needed.
(incremental commit)
2006-09-13 00:02:23 +00:00
Glenn Maynard
c419567b23
simplify
2006-09-12 23:57:56 +00:00
Glenn Maynard
ec3b9382d2
InputMapper::IsButtonDown -> IsBeingPressed, to match InputFilter::IsBeingPressed
2006-09-08 02:12:30 +00:00
Steve Checkoway
22b1817586
Missed commit.
2006-08-16 13:27:59 +00:00
Steve Checkoway
b39d68c8cf
Initial TapNote::lift implementation.
2006-08-14 12:16:31 +00:00
Steve Checkoway
734f9760cc
Remove unnecessary member. Just set iKeysoundIndex to -1 if it isn't valid.
2006-08-14 10:17:48 +00:00
Steve Checkoway
2f9bda2eea
Push check down.
2006-08-14 09:57:18 +00:00
Steve Checkoway
45db2de31d
Pass release to Step(). Doesn't do anything yet.
2006-08-14 09:09:24 +00:00
Chris Danford
7ac45c24e4
save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
2006-08-05 02:38:05 +00:00
Steve Checkoway
c1899d448f
Revert. This is required for the editor which can start in the middle of the song.
2006-08-01 20:58:30 +00:00
Steve Checkoway
767bf0ec82
Fix off-by-one and simplify.
2006-08-01 06:51:19 +00:00
Steve Checkoway
6558a56e8d
Simplify.
2006-08-01 06:29:11 +00:00
Steve Checkoway
27eaf18dbd
Remove debugging.
2006-07-28 19:58:13 +00:00
Steve Checkoway
9f58df94ae
Reverse condition. If we don't tell it what row to use, it needs to compute the offset using the time stamp.
2006-07-28 19:40:14 +00:00
Steve Checkoway
65f7c321ea
With pad stick seconds, use the time to calculate the row.
2006-07-28 19:19:24 +00:00
Steve Checkoway
b3056eee1c
Fix mines not being triggered when being held down (for the most part). It's still possible for mines to not be triggered if the input released after the mine has passed but before the next Update() frame. This is much tricker to deal with since we can't ask if the button was held down at some time in the past It is also much harder to detect than having held down the button for an entire measure and watched mines just not be hit.
...
This should also fix autoplay misses by telling Step() exactly which row was pressed.
There are also comments in there about possible bugs in the grading/key sounds but I didn't want to change those without getting input from other devs since it does change the way we grade "jack hammers."
2006-07-28 09:05:58 +00:00
Steve Checkoway
b868d557f7
Merge HandleStep() with Step(). This has one functional change, when using auto play and the AI avoids a mine or misses a note, the message to send on a step isn't sent which makes more sense because a step is being judged as not having happened.
2006-07-28 07:12:27 +00:00
Steve Checkoway
787b5ad09a
Cleanup.
2006-07-25 06:17:14 +00:00
Steve Checkoway
f254abc777
Create one "now" RageTimer and just pass that around.
2006-07-25 05:31:22 +00:00
Steve Checkoway
20b45c5243
TapNotes are not huge structures but there are generally a lot of them and they do contain at least one nontrivial ctor so avoid making copies of them when possible.
2006-07-24 04:42:08 +00:00
Steve Checkoway
03f1e21df4
Spaces between arguments.
2006-07-24 00:14:04 +00:00
Steve Checkoway
73ce25c313
Spacing to make these easier to read.
2006-07-23 23:55:16 +00:00
Steve Checkoway
aef5009bfc
No, not really.
2006-07-23 23:49:52 +00:00
Steve Checkoway
d671011285
Show a combo if showing judgment, not if showing the note field.
2006-07-23 23:48:14 +00:00
Steve Checkoway
36b1ff3df8
Don't make unnecessary copies.
2006-07-23 21:44:35 +00:00
Steve Checkoway
b0496fbcb6
Split out HideNote. Make fewer copies of TapNotes.
2006-07-23 21:35:41 +00:00
Steve Checkoway
1b2f2b9cec
Handle counting notes separately if the game type does that.
2006-07-23 21:12:39 +00:00
Steve Checkoway
c690814aad
Comment. I don't have time to fix this tonight.
2006-07-22 09:07:03 +00:00
Steve Checkoway
a8aeb38a57
Fix ghost arrow flashes by handling those at the actual step but handle the scores during Update.
2006-07-22 09:01:19 +00:00
Josh Allen
6180a2762a
remove ReportTiming
2006-07-22 03:19:58 +00:00
Josh Allen
74fd8211bb
Fix float to bool warning
2006-07-22 00:54:17 +00:00
Josh Allen
83cbf811d3
HandleTapScore now sends all mine data to server
2006-07-21 16:03:09 +00:00
Steve Checkoway
9f1bb1e16f
Simplify.
2006-07-21 08:01:28 +00:00
Steve Checkoway
e8fc52e540
Simplify this.
2006-07-21 04:13:31 +00:00
Steve Checkoway
6124d987b1
Fix mine avoidance.
2006-07-21 04:07:19 +00:00
Josh Allen
4a10b6efca
Mines need to be processed for dance points
2006-07-20 18:21:37 +00:00
Steve Checkoway
66012f7a35
Cleanup.
2006-07-20 08:50:16 +00:00
Steve Checkoway
eb344e593b
Fix ghost arrow flashes for the other players with combined note fields.
2006-07-20 08:42:47 +00:00
Steve Checkoway
93d8db14c7
Fix mines. Now they explode again.
2006-07-20 08:15:10 +00:00
Steve Checkoway
705d929106
Handle avoided mines. Hit mines are still broken.
2006-07-20 07:31:39 +00:00