[splittiming] ok, now it displays properly.

This commit is contained in:
Thai Pangsakulyanont
2011-05-13 15:19:42 +07:00
parent 2116525e24
commit 1c4b21b181
3 changed files with 33 additions and 14 deletions
+6 -4
View File
@@ -85,13 +85,14 @@ void ArrowEffects::Update()
FOREACH_PlayerNumber( pn )
{
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
const SongPosition &position = GAMESTATE->m_bIsEditorStepTiming ? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
PerPlayerData &data = g_EffectData[pn];
{
static float fLastTime = 0;
float fTime = RageTimer::GetTimeSinceStartFast();
if( !GAMESTATE->m_pPlayerState[pn]->m_Position.m_bFreeze || !GAMESTATE->m_pPlayerState[pn]->m_Position.m_bDelay )
if( !position.m_bFreeze || !position.m_bDelay )
{
data.m_fExpandSeconds += fTime - fLastTime;
data.m_fExpandSeconds = fmodf( data.m_fExpandSeconds, PI*2 );
@@ -177,7 +178,7 @@ void ArrowEffects::Update()
// Update Beat
do {
float fAccelTime = 0.2f, fTotalTime = 0.5f;
float fBeat = GAMESTATE->m_pPlayerState[pn]->m_Position.m_fSongBeatVisible + fAccelTime;
float fBeat = position.m_fSongBeatVisible + fAccelTime;
const bool bEvenBeat = ( int(fBeat) % 2 ) != 0;
@@ -218,12 +219,13 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
bIsPastPeakOut = true;
float fYOffset = 0;
const SongPosition &position = GAMESTATE->m_bIsEditorStepTiming ? pPlayerState->m_Position : GAMESTATE->m_Position;
/* Usually, fTimeSpacing is 0 or 1, in which case we use entirely beat spacing or
* entirely time spacing (respectively). Occasionally, we tween between them. */
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
{
float fSongBeat = pPlayerState->m_Position.m_fSongBeatVisible;
float fSongBeat = position.m_fSongBeatVisible;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
float fYOffsetBeatSpacing = fBeatsUntilStep;
fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
@@ -231,7 +233,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
{
float fSongSeconds = pPlayerState->m_Position.m_fMusicSecondsVisible;
float fSongSeconds = position.m_fMusicSecondsVisible;
float fNoteSeconds = GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing.GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;