fix floor lights; fix light lag
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@@ -1640,7 +1640,7 @@ void ScreenGameplay::UpdateLights()
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FOREACH_CabinetLight( cl )
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{
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed, iRowNow )
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iRowNow+1 )
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{
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bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
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bBlinkCabinetLight[cl] |= bBlink;
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@@ -1655,7 +1655,7 @@ void ScreenGameplay::UpdateLights()
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for( int t=0; t<m_Player[pn].m_NoteData.GetNumTracks(); t++ )
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{
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iRowNow )
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iRowNow+1 )
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{
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TapNote tn = m_Player[pn].m_NoteData.GetTapNote(t,r);
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bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
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