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Merge pull request #465 from ASleepyCat/hold-key-beams
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Always start fading key beam when a hold has passed
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Drewol authored May 2, 2021
2 parents 9a33a88 + 2e15a57 commit b3e9c82
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Showing 2 changed files with 1 addition and 5 deletions.
5 changes: 1 addition & 4 deletions Main/src/Game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -481,8 +481,7 @@ class Game_Impl : public Game
if (m_delayedHitEffects)
{
m_scoring.OnHoldEnter.Add(m_track, &Track::OnHoldEnter);
if (m_scoring.autoplayInfo.IsAutoplayButtons())
m_scoring.OnHoldLeave.Add(m_track, &Track::OnButtonReleased);
m_scoring.OnHoldLeave.Add(m_track, &Track::OnButtonReleased);
}

#ifdef EMBEDDED
Expand Down Expand Up @@ -2582,7 +2581,6 @@ class Game_Impl : public Game
m_scoring.autoplayInfo.autoplay = true;

m_track->hitEffectAutoplay = true;
m_scoring.OnHoldLeave.Add(m_track, &Track::OnButtonReleased);

m_playOptions.range = { 0, 0 };
m_playOnDialogClose = true;
Expand Down Expand Up @@ -2621,7 +2619,6 @@ class Game_Impl : public Game
m_scoring.autoplayInfo.autoplay = false;

m_track->hitEffectAutoplay = false;
m_scoring.OnHoldLeave.Remove(m_track, &Track::OnButtonReleased);

m_paused = false;
m_triggerPause = false;
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1 change: 0 additions & 1 deletion Main/src/Scoring.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -736,7 +736,6 @@ void Scoring::m_UpdateTicks()
}
}
else if (tick->HasFlag(TickFlags::End))
// Simulate releasing a held button on autoplay
OnHoldLeave.Call(button);

processed = true;
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