Merge pull request #1945 from DinsFire64/autogenlightsfix
restore autogen lights
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@@ -275,7 +275,7 @@ PrefsManager::PrefsManager() :
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m_iSoundDevice ( "SoundDevice", "" ),
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m_iRageSoundSampleCountClamp ("RageSoundSampleCountClamp", 0), //some sound drivers mask the sample location number, the most popular number for this is 2^27, this causes lockup after ~50 minutes at 44.1khz sample rate
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m_iSoundPreferredSampleRate ( "SoundPreferredSampleRate", 0 ),
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m_sLightsStepsDifficulty ( "LightsStepsDifficulty", "medium" ),
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m_sLightsStepsDifficulty ( "LightsStepsDifficulty", "hard,medium" ),
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m_bAllowUnacceleratedRenderer ( "AllowUnacceleratedRenderer", false ),
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m_bThreadedInput ( "ThreadedInput", true ),
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m_bThreadedMovieDecode ( "ThreadedMovieDecode", true ),
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@@ -1452,6 +1452,27 @@ void ScreenGameplay::LoadLights()
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NoteData TapNoteData1;
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pSteps->GetNoteData( TapNoteData1 );
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//taken from oitg, restores arrow -> marquee/bass light mapping.
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if( asDifficulties.size() > 1 )
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{
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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Steps *pSteps2;
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pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d2 );
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if(pSteps2 != nullptr)
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{
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NoteData TapNoteData2;
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pSteps2->GetNoteData( TapNoteData2 );
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NoteDataUtil::LoadTransformedLightsFromTwo( TapNoteData1, TapNoteData2, m_CabinetLightsNoteData );
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return;
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}
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/* fall through */
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}
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NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GAMEMAN->GetStepsTypeInfo(StepsType_lights_cabinet).iNumTracks );
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}
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