diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index f3c5b0820e..b48d51a948 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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; pbIsPlayerEnabled(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;