From 29a481a5f71b45d7830477f5db4437498730726a Mon Sep 17 00:00:00 2001 From: Charles Lohr Date: Sat, 12 Mar 2005 07:47:14 +0000 Subject: [PATCH] Fix? The lights didn't always trigger where they should have (it was occasionally forgetting to blink a light). This seems to fix it. --- stepmania/src/ScreenGameplay.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 4418ba8752..273f548b0b 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1632,7 +1632,7 @@ void ScreenGameplay::UpdateLights() FOREACH_CabinetLight( cl ) { // for each index we crossed since the last update: - FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iRowNow ) + FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed, iRowNow ) { bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty ); bBlinkCabinetLight[cl] |= bBlink;