Use GAMESTATE->GetUndisplayedBeats.

This commit is contained in:
Glenn Maynard
2003-09-25 03:13:09 +00:00
parent e5e6cac2e4
commit 1565487ae7
+2 -6
View File
@@ -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 );