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diff --git a/src/Player.cpp b/src/Player.cpp | |
index 37fbf0cc6a..0fe98278aa 100644 | |
--- a/src/Player.cpp | |
+++ b/src/Player.cpp | |
@@ -1064,7 +1064,10 @@ void Player::Update( float fDeltaTime ) | |
/* We want to send the crossed row message exactly when we cross the row--not | |
* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without | |
* rounding, autoplay steps early. -glenn */ | |
- const int iRowNow = BeatToNoteRowNotRounded( m_pPlayerState->m_Position.m_fSongBeat ); | |
+ const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - PREFSMAN->m_fPadStickSeconds; | |
+ const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds ) : 0; | |
+ const int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); | |
+ | |
if( iRowNow >= 0 ) | |
{ | |
if( GAMESTATE->IsPlayerEnabled(m_pPlayerState) ) | |
@@ -1808,13 +1811,8 @@ int Player::GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRo | |
if( iPrevIndex == -1 ) | |
return iNextIndex; | |
- // Get the current time, previous time, and next time. | |
- float fNoteTime = m_pPlayerState->m_Position.m_fMusicSeconds ; | |
- float fNextTime = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(iNextIndex)); | |
- float fPrevTime = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(iPrevIndex)); | |
- | |
/* Figure out which row is closer. */ | |
- if( fabsf(fNoteTime-fNextTime) > fabsf(fNoteTime-fPrevTime) ) | |
+ if( abs(iNoteRow-iNextIndex) > abs(iNoteRow-iPrevIndex) ) | |
return iPrevIndex; | |
else | |
return iNextIndex; | |
@@ -2186,10 +2184,10 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele | |
{ | |
case TapNoteType_Mine: | |
// Stepped too close to mine? | |
- if( !bRelease && ( REQUIRE_STEP_ON_MINES == !bHeld ) && | |
- fSecondsFromExact <= GetWindowSeconds(TW_Mine) && | |
- m_Timing->IsJudgableAtRow(iSongRow)) | |
- score = TNS_HitMine; | |
+ if(!bRelease && | |
+ (!REQUIRE_STEP_ON_MINES || REQUIRE_STEP_ON_MINES == !bHeld ) && | |
+ fSecondsFromExact <= GetWindowSeconds(TW_Mine)) | |
+ score = TNS_HitMine; | |
break; | |
case TapNoteType_Attack: | |
if( !bRelease && fSecondsFromExact <= GetWindowSeconds(TW_Attack) && !pTN->result.bHidden ) | |
@@ -3067,6 +3065,11 @@ float Player::GetMaxStepDistanceSeconds() | |
fMax = max( fMax, GetWindowSeconds(TW_W3) ); | |
fMax = max( fMax, GetWindowSeconds(TW_W2) ); | |
fMax = max( fMax, GetWindowSeconds(TW_W1) ); | |
+ fMax = max( fMax, GetWindowSeconds(TW_Mine) ); | |
+ fMax = max( fMax, GetWindowSeconds(TW_Hold) ); | |
+ fMax = max( fMax, GetWindowSeconds(TW_Roll) ); | |
+ fMax = max( fMax, GetWindowSeconds(TW_Attack) ); | |
+ fMax = max( fMax, GetWindowSeconds(TW_Checkpoint) ); | |
float f = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate * fMax; | |
return f + m_fMaxInputLatencySeconds; | |
} |
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