Fix SongPosition variable initialization
Move SongPosition::Reset into the header file, and call it in the constructor.
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@@ -37,25 +37,6 @@ void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData
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m_fSongBeatVisible= beat_info.beat;
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}
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void SongPosition::Reset()
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{
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m_fMusicSecondsVisible = 0;
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m_fSongBeatVisible = 0;
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m_fMusicSeconds = 0; // MUSIC_SECONDS_INVALID;
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// todo: move me to FOREACH_EnabledPlayer( p ) after [NUM_PLAYERS]ing
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m_fSongBeat = 0;
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m_fSongBeatNoOffset = 0;
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m_fCurBPS = 10;
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//m_bStop = false;
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m_bFreeze = false;
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m_bDelay = false;
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m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
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m_fWarpDestination = -1; // Set when a warp is encountered. also see above. -aj
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}
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//lua start
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#include "LuaBinding.h"
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class LunaSongPosition: public Luna<SongPosition>
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+36
-27
@@ -11,41 +11,50 @@ struct lua_State;
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class SongPosition
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{
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public:
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// Arcade - the current stage (one song).
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// Oni/Endless - a single song in a course.
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// Let a lot of classes access this info here so they don't have to keep their own copies.
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float m_fMusicSeconds; // time into the current song, not scaled by music rate
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SongPosition() { SongPosition::Reset(); }
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// Represents the time into the current song, not scaled by the music rate.
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float m_fMusicSeconds;
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// Represents the current beat of the song.
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float m_fSongBeat;
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// Same as above, but without any offset.
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float m_fSongBeatNoOffset;
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// Represents the current beats per second (BPS) of the song.
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float m_fCurBPS;
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float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
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//bool m_bStop; // in the middle of a stop (freeze or delay)
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bool m_bFreeze; // A flag to determine if we're in the middle of a freeze/stop.
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bool m_bDelay; // A flag to determine if we're in the middle of a delay (Pump style stop).
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int m_iWarpBeginRow; // The row used to start a warp.
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float m_fWarpDestination; // The beat to warp to afterwards.
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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// The sum of the song beat (for lighting effects) and g_fLightsFalloffSeconds.
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float m_fLightSongBeat;
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// A flag to determine if the song is in the middle of a freeze or stop.
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bool m_bFreeze;
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// A flag to determine if the song is in the middle of a delay (Pump style stop).
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bool m_bDelay;
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// The row used to start a warp.
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int m_iWarpBeginRow;
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// The beat to warp to after a warp begins.
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float m_fWarpDestination;
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// The time of the last update to m_fSongBeat and related variables.
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RageTimer m_LastBeatUpdate;
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// Represents the visible time into the current song.
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float m_fMusicSecondsVisible;
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// Represents the visible beat of the song.
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float m_fSongBeatVisible;
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//// A flag to determine if the song is in the middle of a stop (freeze or delay).
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//// bool m_bStop;
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SongPosition()
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: m_fMusicSeconds(0.0f),
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m_fSongBeat(0.0f),
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m_fSongBeatNoOffset(0.0f),
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m_fCurBPS(0.0f),
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m_fLightSongBeat(0.0f),
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//m_bStop(false),
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m_bFreeze(false),
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m_bDelay(false),
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m_iWarpBeginRow(0),
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m_fWarpDestination(0.0f),
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m_LastBeatUpdate(RageZeroTimer),
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m_fMusicSecondsVisible(0.0f),
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m_fSongBeatVisible(0.0f)
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void Reset()
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{
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m_fMusicSeconds = 0; // MUSIC_SECONDS_INVALID;
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m_fSongBeat = 0;
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m_fSongBeatNoOffset = 0;
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m_fCurBPS = 10;
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m_fLightSongBeat = 0; // Assuming initial value
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m_bFreeze = false;
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m_bDelay = false;
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//m_bStop = false;
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m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
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m_fWarpDestination = -1; // Set when a warp is encountered. also see above. -aj
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m_fMusicSecondsVisible = 0;
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m_fSongBeatVisible = 0;
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}
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void Reset();
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void UpdateSongPosition(
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float fPositionSeconds,
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