@@ -718,7 +718,7 @@ void Scoring::m_UpdateTicks()
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assert (buttonCode < 6 );
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if (!tick->HasFlag (TickFlags::Ignore))
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{
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- if (m_IsBeingHold (tick) || autoplayInfo.IsAutoplayButtons ())
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+ if (m_IsBeingHeld (tick) || autoplayInfo.IsAutoplayButtons ())
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{
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m_TickHit (tick, buttonCode);
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HitStat* stat = new HitStat (tick->object );
@@ -1080,7 +1080,7 @@ void Scoring::m_ReleaseHoldObject(uint32 index)
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m_ReleaseHoldObject (m_holdObjects[index ]);
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}
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- bool Scoring::m_IsBeingHold (const ScoreTick* tick) const
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+ bool Scoring::m_IsBeingHeld (const ScoreTick* tick) const
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{
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// NOTE: all these are just heuristics. If there's a better heuristic, change this.
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// See issue #355 for more detail.
@@ -1425,15 +1425,15 @@ bool Scoring::HoldObjectAvailable(uint32 index, bool checkIfPassedCritLine)
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if (m_ticks[index ].empty ())
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return false ;
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- auto currentTime = m_playback->GetLastTime ();
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+ auto currentTime = m_playback->GetLastTime () + m_inputOffset ;
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auto tick = m_ticks[index ].front ();
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auto obj = (HoldObjectState*)tick->object ;
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// When a hold passes the crit line and we're eligible to hit the starting tick,
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// change the idle hit effect to the crit hit effect
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- bool withinHoldStartWindow = tick->HasFlag (TickFlags::Start) && m_IsBeingHold (tick) && (!checkIfPassedCritLine || obj->time <= currentTime);
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+ bool withinHoldStartWindow = tick->HasFlag (TickFlags::Start) && m_IsBeingHeld (tick) && (!checkIfPassedCritLine || obj->time <= currentTime);
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// This allows us to have a crit hit effect anytime a hold hasn't fully scrolled past,
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// including when the final scorable tick has been processed
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- bool holdObjectHittable = obj->time + obj->duration > currentTime && m_buttonHitTime[index ] > obj->time ;
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+ bool holdObjectHittable = obj->time + obj->duration > currentTime && m_buttonHitTime[index ] + m_inputOffset > obj->time ;
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return withinHoldStartWindow || holdObjectHittable;
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}
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