Bringing Thai's fix in for Warps and Delays.
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+12
-2
@@ -1563,8 +1563,13 @@ int Player::GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRo
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if( iPrevIndex == -1 )
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return iNextIndex;
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// Get the current time, previous time, and next time.
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float fNoteTime = m_pPlayerState->m_Position.m_fMusicSeconds ;
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float fNextTime = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(iNextIndex));
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float fPrevTime = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(iPrevIndex));
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/* Figure out which row is closer. */
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if( abs(iNoteRow-iNextIndex) > abs(iNoteRow-iPrevIndex) )
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if( fabsf(fNoteTime-fNextTime) > fabsf(fNoteTime-fPrevTime) )
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return iPrevIndex;
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else
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return iNextIndex;
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@@ -1623,8 +1628,13 @@ int Player::GetClosestNonEmptyRow( int iNoteRow, int iMaxRowsAhead, int iMaxRows
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if( iPrevRow == -1 )
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return iNextRow;
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// Get the current time, previous time, and next time.
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float fNoteTime = m_pPlayerState->m_Position.m_fMusicSeconds;
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float fNextTime = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(iNextRow));
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float fPrevTime = m_Timing->GetElapsedTimeFromBeat(NoteRowToBeat(iPrevRow));
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/* Figure out which row is closer. */
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if( abs(iNoteRow-iNextRow) > abs(iNoteRow-iPrevRow) )
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if( fabsf(fNoteTime-fNextTime) > fabsf(fNoteTime-fPrevTime) )
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return iPrevRow;
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else
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return iNextRow;
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