@@ -2110,19 +2110,18 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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int iStepSearchRows;
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static const float StepSearchDistance = GetMaxStepDistanceSeconds ();
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+ vector<int > nerv = GAMESTATE->m_pCurSteps [pn]->GetNonEmptyRowVector ();
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- if (iSongRow < 1 ) {
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+ if (iSongRow < 100 || iSongRow > nerv. size () - 10 ) {
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iStepSearchRows = max (BeatToNoteRow (m_Timing->GetBeatFromElapsedTime (m_pPlayerState->m_Position .m_fMusicSeconds + StepSearchDistance)) - iSongRow,
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iSongRow - BeatToNoteRow (m_Timing->GetBeatFromElapsedTime (m_pPlayerState->m_Position .m_fMusicSeconds - StepSearchDistance))) + ROWS_PER_BEAT;
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-
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}
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else
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{
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/* Buncha bullshit that speeds up searching for the rows that we're concerned about judging taps within
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by avoiding the invocation of the incredibly slow getbeatfromelapsedtime. Needs to be cleaned up a lot,
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whole system does. Only in use if sequential assumption remains valid. - Mina */
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- vector<int > nerv = GAMESTATE->m_pCurSteps [pn]->GetNonEmptyRowVector ();
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if (nerv[nervpos] < iSongRow && nervpos < nerv.size ())
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nervpos += 1 ;
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@@ -3142,6 +3141,7 @@ void Player::SetJudgment( int iRow, int iTrack, const TapNote &tn, TapNoteScore
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msg.SetParam ( " NoteRow" , iRow);
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msg.SetParam ( " Type" , RString (" Tap" ));
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msg.SetParam ( " TapNoteOffset" , tn.result .fTapNoteOffset );
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+ msg.SetParam ( " Val" , m_pPlayerStageStats->m_iTapNoteScores [tns] + 1 );
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if (tns != TNS_Miss)
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msg.SetParam (" Offset" , tn.result .fTapNoteOffset * 1000 ); // don't send out 0 ms offsets for misses, multiply by 1000 for convenience - Mina
@@ -3194,6 +3194,7 @@ void Player::SetHoldJudgment( TapNote &tn, int iTrack )
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msg.SetParam ( " HoldNoteScore" , tn.HoldResult .hns );
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msg.SetParam ( " Judgment" , tn.HoldResult .hns );
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msg.SetParam ( " Type" , RString (" Hold" ));
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+ msg.SetParam ( " Val" , m_pPlayerStageStats->m_iHoldNoteScores [tn.HoldResult .hns ] + 1 );
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Lua* L = LUA->Get ();
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tn.PushSelf (L);
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