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Futile laser tweaks...
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Drewol committed Aug 11, 2021
1 parent ddf8028 commit 79f7b4b
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Showing 2 changed files with 6 additions and 3 deletions.
7 changes: 5 additions & 2 deletions Main/include/Scoring.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -308,8 +308,11 @@ class Scoring : public Unique
// Decides if the coming tick should be auto completed
float m_autoLaserTime[2] = { 0.0f };
const double m_laserDistanceLeniency = 1 / 6.;
const float m_autoLaserDuration = 4 / 60.f;
const float m_autoLaserDurationAfterSlam = 8 / 60.f;
const float m_autoLaserDuration = 4.5f / 60.f;
const float m_autoLaserDurationAfterSlam = 8.25f / 60.f;

//Ehhhh maybe
const MapTime m_offsetLaserConstant = 5;

// Saves the time when a button was hit, used to decide if a button was held before a hold object was active
MapTime m_buttonHitTime[6] = { 0, 0, 0, 0, 0, 0 };
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2 changes: 1 addition & 1 deletion Main/src/Scoring.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -141,7 +141,7 @@ void Scoring::Reset(const MapTimeRange& range)

// Get input offset
m_inputOffset = g_gameConfig.GetInt(GameConfigKeys::InputOffset);
m_laserOffset = g_gameConfig.GetInt(GameConfigKeys::LaserOffset);
m_laserOffset = g_gameConfig.GetInt(GameConfigKeys::LaserOffset) + m_offsetLaserConstant;
// Get bounce guard duration
m_bounceGuard = g_gameConfig.GetInt(GameConfigKeys::InputBounceGuard);

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