this is a big one...

[Player] fix a warning [shakesoda]
[Player] Change combo coloring logic in course mode:
"PERCENT_UNTIL_COLOR_COMBO refers to how long through the course the combo color
should appear (scaling to the number of songs). (This may not be desired behavior,
however.)" Let me know if I should add an alternate way to specify course combo
color logic.  -aj

[other files including Player.cpp]
Update warp note logic; It used to be WarpFromRow=WarpToRow, now it's WarpFromRow=WarpLengthBeats.
They still aren't functional but I'm getting closer. Negative Stops are still not converted.
This commit is contained in:
AJ Kelly
2010-08-15 16:12:30 -05:00
parent 0a1793c289
commit 26bd3d565b
9 changed files with 139 additions and 90 deletions
+3 -3
View File
@@ -700,10 +700,10 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
if( m_aBGChanges.size() == 0 )
return;
float fBeat, fBPS;
float fBeat, fBPS, fThrowAway;
bool bFreeze;
int iThrowAway1, iThrowAway2;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway1, iThrowAway2 );
int iThrowAway;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway );
/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;