Commit Graph

791 Commits

Author SHA1 Message Date
Jason Felds f99d643f07 New arrow type: the Fake arrow. Doesn't score for or against you. Perfect for simfiles that want to use mission mode type files or use measure skipping and not have it count against you. See ZXZ Bloody Heart in StepMix 4 for a file that could use this arrow type. 2009-03-10 15:52:22 +00:00
Steve Checkoway 595a0f85d8 Gcc assumes that I do not know order of operation of && and ||, so add parentheses to silence warnings. 2008-12-26 12:37:29 +00:00
Chris Danford c9c6c5273a fix Judgment broadcast for hold heads 2008-08-14 00:38:39 +00:00
Chris Danford d5415616e9 add FirstTrack parameter to Judgment message 2008-08-04 12:10:25 +00:00
Chris Danford d1f939f486 fix missed checkpoints still counts as full combo 2008-07-08 00:48:26 +00:00
Chris Danford d440430a5b if a hold has no checkpoints, then mark as Held only if the head was stepped on. Fix Rolls always marked as Held because they never have missed checkpoints 2008-06-20 10:40:47 +00:00
Mike Hawkins fc73f81240 Fixing conditional for bBright variable; missing check for bBlind 2008-05-30 03:01:17 +00:00
Mike Hawkins 967d468fbb Removed inserted SVN data from file, reattempting commit 2008-05-30 02:59:54 +00:00
Mike Hawkins 81bb2aeb93 Blind modifier fix - code improvement as suggested 2008-05-30 02:58:25 +00:00
Mike Hawkins 067c6a021e Blind modifier fix (ghost arrow row was still showing judgement colors while blind was on) 2008-05-30 01:13:55 +00:00
Mike Hawkins ffcc31b8ca Attack Mines modifier 2008-05-16 23:58:52 +00:00
Mike Hawkins b3e11dcb94 Random attacks modifier 2008-05-16 04:00:13 +00:00
Steve Checkoway 67ebd51321 Move Player-specific preferences to Player.cpp. 2008-05-15 10:05:48 +00:00
Glenn Maynard 72ab3779ea simplify 2008-05-13 01:18:39 +00:00
Mike Hawkins 1ac2b23cee Fix roll + autoplay bug under specific condition: roll starts on the same row as a freeze (roll would not be updated previously) 2008-05-10 22:31:32 +00:00
Mike Hawkins 7d67bae8e0 Playback enable/disable for attack and mine sounds 2008-05-10 19:10:22 +00:00
Chris Danford 8eab5b1c0b add MaxInputLatencySeconds 2008-04-03 01:08:48 +00:00
Jason Felds 66c7950726 Restore old Pump Hold behavior: new behavior requires metric swap. 2008-03-24 05:14:26 +00:00
Jason Felds 822cf00b2b Expand Pump Hold behavior: now CHECKPOINT_FREQUENCY_ROWS depends on the TimeSignature of the song. This changes the default behavior of tick incrementing from every 8th to every 16th: this has been approved, however. 2008-03-23 02:29:22 +00:00
Steve Checkoway df8280ac72 If REQUIRE_STEP_ON_HOLD_HEADS is false, don't make the hold head a miss if the player is holding down the button. 2008-03-21 16:28:12 +00:00
Chris Danford 5e87c2e81a karaoke prototype (disabled) 2008-03-12 23:17:39 +00:00
Chris Danford 0ce5436c80 much larger Hold window 2008-03-12 10:06:12 +00:00
Glenn Maynard 3e36a05c5f fix song.h!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 2008-03-09 01:51:34 +00:00
Steve Checkoway cfb5341e09 Simplify. 2008-01-19 22:23:47 +00:00
Steve Checkoway e255c1a0b7 Simplify: use a bit vector. 2008-01-19 21:12:52 +00:00
Steve Checkoway 60f953f3c1 Fix comments. havn't -> haven't. 2008-01-05 11:56:03 +00:00
Steve Checkoway 2b6391f193 Fix comment. 2008-01-02 12:45:48 +00:00
Steve Checkoway 09a24016b5 Only play a key sound for a press, not a release. 2008-01-02 12:06:37 +00:00
Steve Checkoway 2b75afd00b Use iSongRow. 2007-12-16 00:21:25 +00:00
Steve Checkoway c6a3fa5f67 If we hit a note, play its keysound. If we haven't hit a note, play the sound for the closest note. 2007-12-16 00:13:20 +00:00
Chris Danford 04a0829134 allow checkpoints for rolls 2007-11-13 04:48:58 +00:00
Chris Danford f18813088b style cleanup
don't touch hold_head_holds in StepStrumHopo
2007-11-13 04:40:44 +00:00
Steve Checkoway 02e21a55b4 Turn using the current steps type. Supposedly fixes <http://stepmania.sf.net/bug.php?id=1824497>. 2007-11-05 00:31:14 +00:00
Steve Checkoway 15611d510b Simplify. Remove the condition from the iterator. Almost nothing uses it (although other things could), it seems more trouble than it's worth. 2007-09-17 03:27:33 +00:00
Chris Danford 215fd9f2ad fix TapNotes being given TNS_Miss after they were already judged (also caused non-checkpoint HoldNotes to LetGo)
fix HoldNotes never receive judgment because out of range ones were not being passed to UpdateHoldNotes.
2007-09-17 00:03:43 +00:00
Chris Danford 5272d5994c clean up GetVisible() optimization to not process things that won't show. Fixes editor crash on playback. 2007-09-16 21:22:09 +00:00
Steve Checkoway 07b16b641e Remove code with no effect. 2007-09-16 01:00:49 +00:00
Steve Checkoway b4cb0893ff Use preincrement for iterators to prevent making a copy of the iterator and simplify making a pair. 2007-09-16 00:52:16 +00:00
Steve Checkoway 5a0ae85deb Fix mines when PREFSMAN->m_fPadStickSeconds is zero. 2007-09-15 06:47:25 +00:00
Chris Danford 71cca3a067 add NumControllerSteps 2007-09-14 05:56:12 +00:00
Chris Danford 2ff23c4d01 fix: if multiple holds start on the same row, only the last one on the row was being updated 2007-09-13 05:26:59 +00:00
Chris Danford a0732c6256 fix correctness of void UpdateJudgedRows() (rows weren't being judged because the iterator was pointing to the middle of a row instead of the beginning of the row. 2007-09-13 04:35:36 +00:00
Chris Danford 9559ce8f4a move CrossedMine logic into CrossedRow 2007-09-12 11:01:43 +00:00
Chris Danford 0873cbae8b optmization: move iterators used by UpdateJudgedRows into Player 2007-09-12 11:00:14 +00:00
Chris Danford 493614d57e optimize updating of holds (10-13 fps => 15-18 in multiplayer) 2007-09-12 04:29:25 +00:00
Chris Danford 92901643e5 optimize CrossedRows (8-11 fps => 10-13 in multiplayer) 2007-09-12 04:20:54 +00:00
Chris Danford 1e627253fb fix miss interator going past end (assert in HowToPlay) 2007-09-11 23:11:39 +00:00
Chris Danford 8e0c76819e undo part of last commit (restore "m_pIterNotJudged = NULL") 2007-09-10 21:48:06 +00:00
Chris Danford 17252a0852 fix iter memleak on ::Load called multiple times
iMissIfOlderThanThisIndex -> iMissIfOlderThanThisRow
Unjudged -> NotJudged
2007-09-10 21:44:00 +00:00
Chris Danford 0a4b671f39 move Missed notes iterator into Player instead of reinstantiating the iterator every Update, which causes a lot of searching. Increases multiplayer frame rate by about 40%. 2007-09-10 21:23:31 +00:00