This commit is contained in:
Glenn Maynard
2003-08-20 18:17:40 +00:00
parent 813294a121
commit 1f0f51fc32
+6 -1
View File
@@ -780,10 +780,11 @@ void ScreenGameplay::LoadNextSong()
/* Set up song-specific graphics. */
/* TODO: fall back on m_Background if nobody is on beginner. */
if( PREFSMAN->m_bShowBeginnerHelper )
{
// Beginner steps are always the same on both players.. Just get the # of 1 player that's using the Beginner steps, and go on.
m_iPOB = 0;
for( int pb=0; pb<NUM_PLAYERS; pb++ )
if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_PreferredDifficulty[pb] == DIFFICULTY_BEGINNER )
m_iPOB = pb;
@@ -986,12 +987,16 @@ void ScreenGameplay::Update( float fDeltaTime )
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
int pn;
/* Why *GAMESTATE->m_fCurBPS? Update() functions are usually seconds; this will
* make time units within BeginnerHelper actors odd. */
m_BeginnerHelper.Update(fDeltaTime*GAMESTATE->m_fCurBPS);
switch( m_DancingState )
{
case STATE_DANCING:
// Check to see what we animate on this one
/* tip: Store a NoteData inside BeginnerHelper, Load it above and handle all of this
* within BeginnerHelper::Update. */
if( PREFSMAN->m_bShowBeginnerHelper )
{
int iStep = 0;