diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index e4caa6e327..8fa06398b7 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1266,10 +1266,13 @@ void ScreenGameplay::LoadLights() vector asDifficulties; split( sDifficulty, ",", asDifficulties ); + // Always use the steps from the primary steps type so that lights are consistent over single and double styles. + StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType; + Difficulty d1 = Difficulty_Invalid; if( asDifficulties.size() > 0 ) d1 = StringToDifficulty( asDifficulties[0] ); - pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, GAMESTATE->GetCurrentStyle()->m_StepsType, d1 ); + pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d1 ); // If we can't find anything at all, stop. if( pSteps == NULL ) @@ -1281,7 +1284,7 @@ void ScreenGameplay::LoadLights() if( asDifficulties.size() > 1 ) { Difficulty d2 = StringToDifficulty( asDifficulties[1] ); - const Steps *pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, GAMESTATE->GetCurrentStyle()->m_StepsType, d2 ); + const Steps *pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d2 ); if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 ) { NoteData TapNoteData2;