comment out warp stuff not used in public repo version (yet), should hopefully fix the compile

This commit is contained in:
AJ Kelly
2010-05-01 11:36:25 -05:00
parent 16afa03525
commit 322f0182a1
+4 -3
View File
@@ -895,8 +895,8 @@ void GameState::ResetMusicStatistics()
//m_bStop = false;
m_bFreeze = false;
m_bDelay = false;
m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj
//m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
//m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj
m_fMusicSecondsVisible = 0;
m_fSongBeatVisible = 0;
Actor::SetBGMTime( 0, 0, 0, 0 );
@@ -954,7 +954,8 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
if( m_pCurSong && m_pCurSong->GetDisplayFullTitle() == "monotune survivor" )
LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) );
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_iWarpEndRow );
//timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_iWarpEndRow );
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay );
// "Crash reason : -243478.890625 -48695.773438"
ASSERT_M( m_fSongBeat > -2000, ssprintf("Song beat %f at %f seconds", m_fSongBeat, fPositionSeconds) );