course timed attack support

fix HowToPlay crash
This commit is contained in:
Glenn Maynard
2003-10-26 03:02:30 +00:00
parent 30fc222183
commit 18c9d38f50
8 changed files with 57 additions and 20 deletions
+5
View File
@@ -10,6 +10,11 @@ void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBea
fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
} else {
/* If fStartSecond < 0, then the attack starts right off the screen; this requires
* that a song actually be playing. Pre-queued course attacks must always have
* fStartSecond >= 0. */
ASSERT( GAMESTATE->m_pCurSong );
/* We're setting this effect on the fly. If it's an arrow-changing effect
* (transform or note skin), apply it in the future, past what's currently on
* screen, so new arrows will scroll on screen with this effect. */