Chris Danford
e45cbe663f
don't instantiate Combo and Judgments if Player isn't visible
...
short circuit drawing parts in Player::Update if not visible
2007-09-06 00:28:50 +00:00
Chris Danford
5b1aa24c6c
broadcast Step message with parameters
2007-08-22 09:03:47 +00:00
Steve Checkoway
5fd893291d
Outdent loop a bit.
2007-07-22 07:53:06 +00:00
Glenn Maynard
cfce75513f
remove unused Player::IsPlayingBeginner
2007-05-31 02:49:18 +00:00
Glenn Maynard
0832b5dd8b
fix crash
2007-05-18 03:12:57 +00:00
Glenn Maynard
9f7a846375
fix edit crash
2007-05-09 00:28:53 +00:00
Chris Danford
6998db409b
fix editor crash when autoplay enabled
2007-04-30 18:10:52 +00:00
Glenn Maynard
4f2139ebb3
make zoom affect combo too
2007-04-28 20:26:14 +00:00
Glenn Maynard
2529c138b4
fix backwards, add test
2007-04-28 20:00:29 +00:00
Glenn Maynard
8b8329dec7
fix up zoom
2007-04-28 19:43:33 +00:00
Glenn Maynard
12b5e4c008
unused
2007-04-28 16:32:20 +00:00
Glenn Maynard
74a17abe9b
modified haste mechanics
2007-04-26 00:56:37 +00:00
Glenn Maynard
0036068bd5
missed DQ changes
2007-04-26 00:54:33 +00:00
Chris Danford
db932a6ea2
fix bad PlayerState and PlayerStageStats refs passed to Lua when in editor playback
2007-04-24 03:18:46 +00:00
Steve Checkoway
8e2e7aefb9
No cheating.
2007-04-08 22:40:30 +00:00
Glenn Maynard
a7f9cc13fb
checkpoint judgments
2007-04-07 02:53:05 +00:00
Glenn Maynard
910047ac31
cleanup
...
make checkpoint max combo work
2007-04-07 00:20:36 +00:00
Glenn Maynard
e0c23a48c7
track checkpoints hit per hold; LetGo if missed any
2007-04-07 00:03:09 +00:00
Glenn Maynard
8c36383c76
working on finishing checkpoint holds:
...
track checkpoints missed and hit
allow it to inlfuence the life meter
2007-04-06 23:25:32 +00:00
Glenn Maynard
6fad738ca5
allow rolls to increment the combo
...
REQUIRE_STEP_ON_HOLD_HEADS affects rolls
2007-03-18 19:04:49 +00:00
Glenn Maynard
506163fbcd
no checkpoints for rolls
2007-03-18 18:41:51 +00:00
Glenn Maynard
e63743d664
fix INITIAL_HOLD_LIFE: leave at 1 until the hold starts
2007-03-17 03:51:07 +00:00
Glenn Maynard
81f547a879
add InitialHoldLife
2007-03-17 00:56:39 +00:00
Glenn Maynard
7315aa9152
fix editor receptor flash
2007-03-17 00:32:26 +00:00
Chris Danford
575ab5b616
checkpoint off of HoldResult.fLife, not HoldResult.bActive.
...
bActive is false any time songRow is >= the end row of the hold. This was causing the last checkpoint to be missed whenever iFirstRowCrossed == iEndRow
2007-03-13 10:04:15 +00:00
Chris Danford
a8690e25e8
hush logging
2007-03-13 08:36:05 +00:00
Chris Danford
fcc5ec4eec
add RequireStepOnHoldHeads
2007-03-13 07:58:27 +00:00
Chris Danford
24353f67ad
add ImmediateHoldLetGo
2007-03-13 07:07:47 +00:00
Chris Danford
356d8d96f5
do explosions during checkpoint only if all rows held
2007-03-13 06:39:59 +00:00
Chris Danford
0ece6fbcfc
checkpoint every 1/2 beat
...
do explosions on checkpoint
2007-03-13 06:39:06 +00:00
Chris Danford
fb020ad8de
checkpoint hold comments cleanup
2007-03-13 06:15:17 +00:00
Chris Danford
af9b823b95
experimental: combo checkpoints for holds
2007-03-13 06:00:08 +00:00
Glenn Maynard
c5717006dc
send TapNoteOffset
2007-03-11 04:55:45 +00:00
Glenn Maynard
f5724a2aba
fix TimingWindowSecondsW5=0 causes late notes not to be judged
2007-03-09 18:47:03 +00:00
Glenn Maynard
1d208be68b
consistent on
2007-03-06 22:51:50 +00:00
Glenn Maynard
b1952bff19
combo and judgement can be complex actors; allow changing which actors is
...
affected by realtime repositioning
2007-03-03 04:47:01 +00:00
Glenn Maynard
ef8d796c96
same logic for combo positioning as judgement
2007-03-03 01:38:42 +00:00
Glenn Maynard
c147bda34f
message parameters, not lua thread variables
2007-03-02 22:55:36 +00:00
Glenn Maynard
4454a0aa8b
use a regular command for this
2007-03-02 21:50:13 +00:00
Glenn Maynard
1e4b7b1260
Reduce Combo to an AutoActor. Send Combo messages to the
...
whole Player, like Judgment messages.
This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
2007-03-02 20:53:03 +00:00
Glenn Maynard
13063bdb98
handle Player var the same way for judgment and combo
...
remove unused message
2007-03-02 20:35:59 +00:00
Glenn Maynard
5bcc46afc2
remove sprJudgmentFrame. Do this within Judgment.
2007-03-02 20:29:07 +00:00
Glenn Maynard
4c9b90a480
do judgements in Lua
...
remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard
f49cbb703e
don't SetJudgment here. UpdateJudgedRows will do it.
2007-03-02 06:15:08 +00:00
Glenn Maynard
c5a322a6a8
do some combo stuff in lua
2007-03-01 23:40:52 +00:00
Glenn Maynard
f361dc7032
handle MultiPlayer judgements with message parameters to clean
...
up judgement handling
2007-03-01 21:22:37 +00:00
Chris Danford
f77647b5ad
enum name cleanup: DIFFICULTY_* -> Difficulty_*
2007-02-22 07:18:05 +00:00
Chris Danford
491ab6eaf5
StyleType enum name cleanup
2007-02-22 06:56:17 +00:00
Chris Danford
599db61b62
Always call LoadAllCommands explicitly.
...
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +00:00
Steve Checkoway
708f35f4b4
Pull this out of the header. It is not intended to be used by anything else.
2007-02-17 09:37:40 +00:00