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.
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+8
-8
@@ -896,7 +896,7 @@ void GameState::ResetMusicStatistics()
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m_bFreeze = false;
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m_bDelay = false;
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m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
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m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj
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m_fWarpLength = -1; // Set when a warp is encountered. also see above. -aj
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m_fMusicSecondsVisible = 0;
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m_fSongBeatVisible = 0;
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Actor::SetBGMTime( 0, 0, 0, 0 );
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@@ -956,16 +956,16 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) );
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*/
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timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_iWarpEndRow );
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timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_fWarpLength );
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// "Crash reason : -243478.890625 -48695.773438"
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ASSERT_M( m_fSongBeat > -2000, ssprintf("Song beat %f at %f seconds", m_fSongBeat, fPositionSeconds) );
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//if( m_iWarpBeginRow != -1 || m_iWarpEndRow == -1 )
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if( m_iWarpBeginRow != -1 && m_iWarpEndRow == -1 )
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if( m_iWarpBeginRow != -1 && m_fWarpLength > 0.f )
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{
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// we got a warp in this section.
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LOG->Trace("warp at %i jumps to %i",m_iWarpBeginRow,m_iWarpEndRow);
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// i hate this part because how the hell do i convert rows to seconds?
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LOG->Trace("warp at %i lasts for %f, jumps to %i",m_iWarpBeginRow,m_fWarpLength,m_iWarpBeginRow+BeatToNoteRow(m_fWarpLength));
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//fPositionSeconds += (m_fWarpLength * m_fCurBPS);
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}
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/*
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// xxx testing: only do this on monotune survivor
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@@ -983,10 +983,10 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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m_fSongBeatNoOffset = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
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float fThrowAway;
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float fThrowAway, fThrowAway2;
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bool bThrowAway;
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int iThrowAway1, iThrowAway2;
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway1, iThrowAway2 );
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int iThrowAway;
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway, fThrowAway2 );
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/*
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// xxx testing: only do this on monotune survivor
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