fix long-running cabinet-lights causes gameplay to end very late
This commit is contained in:
@@ -51,7 +51,7 @@
|
|||||||
|
|
||||||
#define CACHE_DIR "Cache/"
|
#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
|
// also increment it on the rare occasion where we split modes
|
||||||
|
|
||||||
const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
|
const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
|
||||||
@@ -851,6 +851,11 @@ void Song::ReCalculateRadarValuesAndLastBeat()
|
|||||||
if(tempNoteData.GetLastRow() == 0)
|
if(tempNoteData.GetLastRow() == 0)
|
||||||
continue;
|
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 fFirstBeat = tempNoteData.GetFirstBeat();
|
||||||
float fLastBeat = tempNoteData.GetLastBeat();
|
float fLastBeat = tempNoteData.GetLastBeat();
|
||||||
if( m_fFirstBeat == -1 )
|
if( m_fFirstBeat == -1 )
|
||||||
|
|||||||
Reference in New Issue
Block a user