diff --git a/src/GameState.cpp b/src/GameState.cpp index 1aad4dac1d..db933c6163 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -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) );