Fix? The lights didn't always trigger where they should have (it was occasionally forgetting to blink a light). This seems to fix it.

This commit is contained in:
Charles Lohr
2005-03-12 07:47:14 +00:00
parent 10027b1291
commit 29a481a5f7
+1 -1
View File
@@ -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;