Use iSongRow.
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@@ -1682,11 +1682,11 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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{
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DEFAULT_FAIL(pbt);
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case ButtonType_StrumFretsChanged:
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iRowOfOverlappingNoteOrRow = GetClosestNonEmptyRow( BeatToNoteRow(fSongBeat), iStepSearchRows, iStepSearchRows, false );
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iRowOfOverlappingNoteOrRow = GetClosestNonEmptyRow( iSongRow, iStepSearchRows, iStepSearchRows, false );
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break;
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case ButtonType_Hopo:
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case ButtonType_Step:
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iRowOfOverlappingNoteOrRow = GetClosestNote( col, BeatToNoteRow(fSongBeat), iStepSearchRows, iStepSearchRows, false );
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iRowOfOverlappingNoteOrRow = GetClosestNote( col, iSongRow, iStepSearchRows, iStepSearchRows, false );
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break;
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}
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}
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@@ -2068,8 +2068,7 @@ done_checking_hopo:
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* sound wrong even though the notes were judged as being correct, above. Fixing the above problem would
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* fix this one as well. */
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if( iRowOfOverlappingNoteOrRow == -1 )
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iRowOfOverlappingNoteOrRow = GetClosestNote( col, BeatToNoteRow(fSongBeat),
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MAX_NOTE_ROW, MAX_NOTE_ROW, true );
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iRowOfOverlappingNoteOrRow = GetClosestNote( col, iSongRow, MAX_NOTE_ROW, MAX_NOTE_ROW, true );
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if( iRowOfOverlappingNoteOrRow != -1 )
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{
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switch( pbt )
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