diff --git a/stepmania/src/ScreenHowToPlay.cpp b/stepmania/src/ScreenHowToPlay.cpp index e3fe0f0a83..c3254d76ae 100644 --- a/stepmania/src/ScreenHowToPlay.cpp +++ b/stepmania/src/ScreenHowToPlay.cpp @@ -151,7 +151,7 @@ ScreenHowToPlay::~ScreenHowToPlay() delete m_pPlayer; } -void ScreenHowToPlay::Step( float fDelta ) +void ScreenHowToPlay::Step() { #define ST_LEFT 0x08 #define ST_DOWN 0x04 @@ -160,13 +160,11 @@ void ScreenHowToPlay::Step( float fDelta ) #define ST_JUMPLR (ST_LEFT | ST_RIGHT) #define ST_JUMPUD (ST_UP | ST_DOWN) - float rate = 1; //GAMESTATE->m_fCurBPS; - int iStep = 0; int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f ); int iNumTracks = m_NoteData.GetNumTracks(); // if we want to miss from here on out, don't process steps. - if((m_iPerfects < m_iNumPerfects) && (m_NoteData.IsThereATapAtRow( iNoteRow ))) + if( m_iPerfects < m_iNumPerfects && m_NoteData.IsThereATapAtRow( iNoteRow ) ) { for( int k=0; km_bFreeze ) - rate = 0; - - m_pmCharacter->Update( fDelta * rate ); } void ScreenHowToPlay::Update( float fDelta ) @@ -230,7 +222,9 @@ void ScreenHowToPlay::Update( float fDelta ) if ( m_pmCharacter ) { - Step( fDelta ); + Step(); + if( !GAMESTATE->m_bFreeze ) + m_pmCharacter->Update( fDelta ); } } diff --git a/stepmania/src/ScreenHowToPlay.h b/stepmania/src/ScreenHowToPlay.h index 64750b1ac6..68900c8c75 100644 --- a/stepmania/src/ScreenHowToPlay.h +++ b/stepmania/src/ScreenHowToPlay.h @@ -27,7 +27,7 @@ public: virtual void DrawPrimitives(); protected: - virtual void Step( float fDelta ); + virtual void Step(); LifeMeterBar* m_pLifeMeterBar; BGAnimation m_Overlay; Player* m_pPlayer;