fix long-running cabinet-lights causes gameplay to end very late

This commit is contained in:
Chris Danford
2004-05-08 03:49:32 +00:00
parent 391265497f
commit 1f807c8e0f
+6 -1
View File
@@ -51,7 +51,7 @@
#define CACHE_DIR "Cache/"
const int FILE_CACHE_VERSION = 136; // increment this when Song or Steps changes to invalidate cache
const int FILE_CACHE_VERSION = 137; // increment this when Song or Steps changes to invalidate cache
// also increment it on the rare occasion where we split modes
const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
@@ -851,6 +851,11 @@ void Song::ReCalculateRadarValuesAndLastBeat()
if(tempNoteData.GetLastRow() == 0)
continue;
// Don't set first/last beat based on lights. They often start very
// early and end very late.
if( pNotes->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
continue;
float fFirstBeat = tempNoteData.GetFirstBeat();
float fLastBeat = tempNoteData.GetLastBeat();
if( m_fFirstBeat == -1 )