Use GAMESTATE->GetUndisplayedBeats.
This commit is contained in:
@@ -344,12 +344,8 @@ void PlayerMinus::Update( float fDeltaTime )
|
||||
{
|
||||
// Start beat needs to be far enough ahead to be off screen so that
|
||||
// addition arrows don't suddenly pop on.
|
||||
float fStartBeat = GAMESTATE->m_fSongBeat + BEATS_PER_MEASURE*2;
|
||||
fStartBeat = truncf(fStartBeat)+1;
|
||||
float fStartSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fStartBeat );
|
||||
float fEndSeconds = fStartSeconds+10;
|
||||
float fEndBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fEndSeconds );
|
||||
fEndBeat = truncf(fEndBeat)+1;
|
||||
float fStartBeat, fEndBeat;
|
||||
GAMESTATE->GetUndisplayedBeats( m_PlayerNumber, 10 /*XXX*/, fStartBeat, fEndBeat );
|
||||
|
||||
LOG->Trace( "Applying transform from %f to %f", fStartBeat, fEndBeat );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user