use GAMESTATE->m_fLightSongBeat

This commit is contained in:
Glenn Maynard
2005-05-04 20:37:41 +00:00
parent 16fd7077bb
commit 0cbcd2ffab
2 changed files with 4 additions and 5 deletions
+3 -3
View File
@@ -137,7 +137,7 @@ void LightsManager::Update( float fDeltaTime )
{
case LIGHTSMODE_JOINING:
{
// int iBeat = (int)(GAMESTATE->m_fSongBeat);
// int iBeat = (int)(GAMESTATE->m_fLightSongBeat);
// bool bBlinkOn = (iBeat%2)==0;
FOREACH_PlayerNumber( pn )
@@ -175,7 +175,7 @@ void LightsManager::Update( float fDeltaTime )
FOREACH_CabinetLight( cl )
m_LightsState.m_bCabinetLights[cl] = false;
int iBeat = (int)(GAMESTATE->m_fSongBeat);
int iBeat = (int)(GAMESTATE->m_fLightSongBeat);
int iTopIndex = iBeat;
wrap( iTopIndex, 4 );
switch( iTopIndex )
@@ -238,7 +238,7 @@ void LightsManager::Update( float fDeltaTime )
// If not joined, has enough credits, and not too late to join, then
// blink the menu buttons rapidly so they'll press Start
{
int iBeat = (int)(GAMESTATE->m_fSongBeat*4);
int iBeat = (int)(GAMESTATE->m_fLightSongBeat*4);
bool bBlinkOn = (iBeat%2)==0;
FOREACH_PlayerNumber( pn )
{
+1 -2
View File
@@ -1650,8 +1650,7 @@ void ScreenGameplay::UpdateLights()
ZERO( bBlinkGameButton );
bool bCrossedABeat = false;
{
float fPositionSeconds = GAMESTATE->m_fMusicSeconds + g_fLightsAheadSeconds; // trigger the light a tiny bit early
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
const float fSongBeat = GAMESTATE->m_fLightSongBeat;
const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;