[splittiming] Let's break things again! (222)
We introduced a new class, called "SongPosition", that replaces some instance variables in the GameState class. (GameState::m_Position). Then, you also have it in PlayerState class which keeps track of the position based on their steps. (PlayerState::m_Position). Fixing the build errors: - GAMESTATE->m_fSomething should now be: - GAMESTATE->m_Position.m_fSomething - pPlayerState->m_Position.m_fSomething (or m_pPlayerState for some instance!)
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+3
-3
@@ -506,7 +506,7 @@ void Player::Load()
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m_LastTapNoteScore = TNS_None;
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// The editor can start playing in the middle of the song.
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const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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const int iNoteRow = BeatToNoteRowNotRounded( m_pPlayerState->m_Position.m_fSongBeat );
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m_iFirstUncrossedRow = iNoteRow - 1;
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m_pJudgedRows->Reset( iNoteRow );
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@@ -695,7 +695,7 @@ void Player::Update( float fDeltaTime )
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return;
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}
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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const float fSongBeat = m_pPlayerState->m_Position.m_fSongBeat;
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const int iSongRow = BeatToNoteRow( fSongBeat );
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// Optimization: Don't spend time processing the things below that won't show
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@@ -797,7 +797,7 @@ void Player::Update( float fDeltaTime )
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// Check for a strum miss
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if( m_pPlayerState->m_fLastStrumMusicSeconds != -1 &&
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m_pPlayerState->m_fLastStrumMusicSeconds + g_fTimingWindowStrum < GAMESTATE->m_fMusicSeconds )
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m_pPlayerState->m_fLastStrumMusicSeconds + g_fTimingWindowStrum < m_pPlayerState->m_Position.m_fMusicSeconds )
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{
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DoStrumMiss();
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}
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