Glenn Maynard
d3fb4047d2
typo
2006-11-09 07:08:09 +00:00
Glenn Maynard
c4ffc4f9c4
use PlayerState::HOT, not GetLife
2006-11-09 06:50:48 +00:00
Glenn Maynard
d59c978fef
use PlayerState::HOT, not GetLife
2006-11-09 06:49:39 +00:00
Glenn Maynard
31534db436
if FAIL_OFF, don't set DANGER or DEAD. This means
...
GameState::AllAreInDangerOrWorse is always false in FAIL_OFF; if
emptying the lifebar doesn't fail you, you're not in danger from it.
2006-11-09 06:26:28 +00:00
Glenn Maynard
43b7c4ac7d
m_HealthState is confusing; it's updated from other stats, and then the
...
original stats as well as m_HealthState are used for control logic.
Simplify; remove AllAreFailing, and figure it out directly.
2006-11-09 06:10:19 +00:00
Glenn Maynard
815f3d6dd5
remove unused CombinedLifeMeter::IsFailing. Nothing uses it, so
...
it probably doesn't work. Maybe a cleaner way if this is needed would
be to have a stub regular LifeMeter that points to CombinedLifeMeter, so
we don't need repetitive logic.
2006-11-09 06:03:18 +00:00
Glenn Maynard
0589d3f72a
remove noop (if we want these, better to broadcast a message)
2006-11-09 05:45:10 +00:00
Glenn Maynard
133344a15f
try to simplify this UpdateNonstopLifebar stuff (which seems to have
...
nothing to do with Nonstop). This stuff is very tweaky and should
probably be broken out into Lua or something.
2006-11-09 04:58:03 +00:00
Glenn Maynard
9a0457a84b
simplify
2006-11-09 04:47:33 +00:00
Glenn Maynard
c48e4fe8bc
remove noop
2006-11-09 04:45:44 +00:00
Glenn Maynard
1f2ddf24a7
remove never used
2006-11-09 04:20:47 +00:00
Chris Danford
3c3359c163
add Strum. This needs cleanup
2006-10-27 18:09:39 +00:00
Chris Danford
17ca30a047
add fret/strum
...
add PlayerInitCommand
2006-10-27 10:19:08 +00:00
John Bauer
37f9178f61
Add an "Autosync Tempo" feature. This uses a linear Least Squares
...
Regression to figure out a line through the user's step errors to minimize
that error. It then uses the slope of that line to fix the tempo and the
intercept to fix the offset. Stops are adjusted as if they were originally
calculated as a number of beats, ie the slope is also used to change
the stops.
Also fixed is a bug where the user doesn't get a chance to keep or
reject the sync changes when ESCing (ZZing) from a song.
R=glenn
2006-10-26 22:41:40 +00:00
Glenn Maynard
de6ca466d2
more enum standardization
2006-10-07 04:39:48 +00:00
Glenn Maynard
2ce839e4eb
Invalid
2006-10-07 04:25:28 +00:00
Glenn Maynard
8a4ddd1515
Invalid
2006-10-07 04:13:43 +00:00
Glenn Maynard
cb746be4c3
Invalid
2006-10-07 03:43:41 +00:00
Glenn Maynard
38b9f59b83
don't FinishStage in BeginStage
2006-10-04 02:51:32 +00:00
Glenn Maynard
db3aa0d73a
simplify inheritance
2006-10-04 02:44:52 +00:00
Glenn Maynard
19e7328d78
move XML loading and saving into XmlFileUtil, reducing XNode
...
to a data structure
2006-10-02 05:53:56 +00:00
Steve Checkoway
f73100705b
Simplify.
2006-10-01 13:55:01 +00:00
Steve Checkoway
01cd66bd0f
DISP_OPT -> XMLDisplayOptions.
2006-10-01 13:07:20 +00:00
Glenn Maynard
a8dd0c5fdc
GetCurrentStyle()
2006-09-30 22:13:20 +00:00
Glenn Maynard
5e99a1c9e9
remove GameState::PlayerUsingBothSides
2006-09-30 02:57:05 +00:00
Glenn Maynard
5541709a1f
move ColToButtonName from Game to Style, to reduce GAMESTATE use
...
in Game
2006-09-30 00:46:21 +00:00
Glenn Maynard
c690fdcfe4
unify registration
2006-09-29 00:01:32 +00:00
Glenn Maynard
4002071bea
simpler Lua boilerplate
2006-09-27 19:47:52 +00:00
Glenn Maynard
6e6ea7971d
NUM_GameButton
2006-09-27 04:39:51 +00:00
Glenn Maynard
3311f1992c
CabinetLight_Invalid
2006-09-26 21:23:30 +00:00
Glenn Maynard
cf5dba03a4
GameController_Invalid
2006-09-26 20:59:40 +00:00
Glenn Maynard
d19fdc9caf
NUM_GameController
2006-09-26 20:57:31 +00:00
Glenn Maynard
0f2707fe9c
GenericTweenOn, GenericTweenOff
2006-09-23 03:57:11 +00:00
Glenn Maynard
011f59f444
OffCommand for textDebug
2006-09-23 03:45:30 +00:00
Chris Danford
0012857bfd
quick fix to disable affect of tilde in survival
2006-09-21 01:58:30 +00:00
Steve Checkoway
d15318cc42
Only flush "Save/".
2006-09-16 03:17:18 +00:00
Steve Checkoway
f8522927cc
reply -> replay
2006-09-16 03:12:07 +00:00
Glenn Maynard
f1cd95828e
remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID
2006-09-14 20:31:46 +00:00
Glenn Maynard
4d612ff9ee
input.pn
2006-09-14 04:08:58 +00:00
Glenn Maynard
3183dcf60b
GameInputToStyleInput -> GameInputToColumn
2006-09-13 09:22:24 +00:00
Glenn Maynard
9da4770fe0
StyleInput_INVALID -> Column_INVALID
2006-09-13 09:14:03 +00:00
Glenn Maynard
c71d8f7425
IET_SLOW_REPEAT -> IET_REPEAT
2006-09-13 02:59:05 +00:00
Glenn Maynard
d03db0c4f9
remove IET_FAST_REPEAT
2006-09-13 02:55:19 +00:00
Glenn Maynard
e04a48128d
IET_FAST_REPEAT is the same as IET_SLOW_REPEAT, sent instead
...
after the button has been held a while. It hasn't actually been a different
repeat rate for a very long time, and was partially phased out a while ago.
Now it's just used to see if the button has been held a while. Do that with
GetSecsHeld instead.
2006-09-13 02:44:03 +00:00
Glenn Maynard
e4d0b41da1
Stop using Input.StyleI. Just convert it when needed; the vast majority
...
of screens don't.
2006-09-13 01:29:33 +00:00
Glenn Maynard
1ca5c9a4b7
reduce StyleInput to an int
2006-09-13 00:46:21 +00:00
Glenn Maynard
6a80311172
phase out StyleI.player
2006-09-13 00:16:23 +00:00
Glenn Maynard
5be4331e71
phase out StyleI.player
2006-09-13 00:09:00 +00:00
Glenn Maynard
2fa74742c0
remove unused
2006-09-12 23:47:55 +00:00
Glenn Maynard
7bab74efab
As far as I can tell, StyleI.player is always the
...
same as MenuI.player if the style is set. Phase
it out.
2006-09-12 23:29:08 +00:00