Allow song timing to be used when playing.

Admitedly, this may not be the best implementation.
As usual, if you can do better, go for it.
This commit is contained in:
Jason Felds
2011-06-01 15:27:14 -04:00
parent 7b869533da
commit 1ef97f5db5
2 changed files with 17 additions and 0 deletions
+10
View File
@@ -2354,12 +2354,16 @@ void ScreenEdit::TransitionEditState( EditState em )
case STATE_PLAYING:
AdjustSync::HandleSongEnd();
if (!GAMESTATE->m_bIsUsingStepTiming)
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = backupStepTiming;
if( AdjustSync::IsSyncDataChanged() )
ScreenSaveSync::PromptSaveSync();
break;
case STATE_RECORDING:
SetDirty( true );
if (!GAMESTATE->m_bIsUsingStepTiming)
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = backupStepTiming;
SaveUndo();
// delete old TapNotes in the range
@@ -2410,6 +2414,12 @@ void ScreenEdit::TransitionEditState( EditState em )
GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer, true );
GAMESTATE->m_bGameplayLeadIn.Set( false );
if (!GAMESTATE->m_bIsUsingStepTiming)
{
backupStepTiming = GetAppropriateTiming();
GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = GAMESTATE->m_pCurSong->m_SongTiming;
}
/* Reset the note skin, in case preferences have changed. */
// XXX