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Merge pull request #465 from ASleepyCat/hold-key-beams
Always start fading key beam when a hold has passed
2 parents 9a33a88 + 2e15a57 commit b3e9c82

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2 files changed

+1
-5
lines changed

2 files changed

+1
-5
lines changed

Main/src/Game.cpp

+1-4
Original file line numberDiff line numberDiff line change
@@ -481,8 +481,7 @@ class Game_Impl : public Game
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if (m_delayedHitEffects)
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{
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m_scoring.OnHoldEnter.Add(m_track, &Track::OnHoldEnter);
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if (m_scoring.autoplayInfo.IsAutoplayButtons())
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m_scoring.OnHoldLeave.Add(m_track, &Track::OnButtonReleased);
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m_scoring.OnHoldLeave.Add(m_track, &Track::OnButtonReleased);
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}
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#ifdef EMBEDDED
@@ -2582,7 +2581,6 @@ class Game_Impl : public Game
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m_scoring.autoplayInfo.autoplay = true;
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m_track->hitEffectAutoplay = true;
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m_scoring.OnHoldLeave.Add(m_track, &Track::OnButtonReleased);
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m_playOptions.range = { 0, 0 };
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m_playOnDialogClose = true;
@@ -2621,7 +2619,6 @@ class Game_Impl : public Game
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m_scoring.autoplayInfo.autoplay = false;
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m_track->hitEffectAutoplay = false;
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m_scoring.OnHoldLeave.Remove(m_track, &Track::OnButtonReleased);
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m_paused = false;
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m_triggerPause = false;

Main/src/Scoring.cpp

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Original file line numberDiff line numberDiff line change
@@ -736,7 +736,6 @@ void Scoring::m_UpdateTicks()
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}
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}
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else if (tick->HasFlag(TickFlags::End))
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// Simulate releasing a held button on autoplay
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OnHoldLeave.Call(button);
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processed = true;

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