Fix the LastSeen logic for autokeysounds

We were never actually setting iLastSeenRow, so the if statement wasn't
meaningful anyway.
This commit is contained in:
Devin J. Pohly
2013-09-07 17:28:19 -04:00
parent 63a31d41d8
commit 366cfae8b9
+8 -4
View File
@@ -2967,10 +2967,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
default: break; default: break;
} }
if( iRow != iLastSeenRow )
{
// crossed a not-empty row
// check to see if there's a note at the crossed row // check to see if there's a note at the crossed row
if( m_pPlayerState->m_PlayerController != PC_HUMAN ) if( m_pPlayerState->m_PlayerController != PC_HUMAN )
{ {
@@ -2989,6 +2985,14 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
} }
} }
// TODO: Can we remove the iLastSeenRow logic and the
// autokeysound for loop, since the iterator in this loop will
// already be iterating over all of the tracks?
if( iRow != iLastSeenRow )
{
// crossed a new not-empty row
iLastSeenRow = iRow;
// handle autokeysounds here (if not in the editor). // handle autokeysounds here (if not in the editor).
if (!GAMESTATE->m_bInStepEditor) if (!GAMESTATE->m_bInStepEditor)
{ {