Made more readable as per Glenn's suggestion

This commit is contained in:
Ben Anderson
2004-10-23 17:29:45 +00:00
parent 095be05925
commit 3d867ad714
+4 -4
View File
@@ -1068,8 +1068,8 @@ void ScreenGameplay::LoadNextSong()
// (Re)Calculate the song position meter
m_fSongPosMeterOffset = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat(
GAMESTATE->m_pCurSong->m_fFirstBeat );
m_fSongPosMeterEnd = ( GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat(
GAMESTATE->m_pCurSong->m_fLastBeat ) - m_fSongPosMeterOffset );
m_fSongPosMeterEnd = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat(
GAMESTATE->m_pCurSong->m_fLastBeat );
//
// Load cabinet lights data
@@ -1602,8 +1602,8 @@ void ScreenGameplay::Update( float fDeltaTime )
// step sequence the players are. It looks "better" that way, showing a
// song "depleting" as the players wear on. So, it starts "ticking" at
// the first arrow and winds down to the very end.
float fPercentPositionSong = ( GAMESTATE->m_fMusicSeconds - m_fSongPosMeterOffset ) /
m_fSongPosMeterEnd;
float fPercentPositionSong = SCALE( GAMESTATE->m_fMusicSeconds, m_fSongPosMeterOffset,
m_fSongPosMeterEnd, 0.0f, 1.0f );
CLAMP( fPercentPositionSong, 0, 1 );
m_meterSongPosition.SetPercent( fPercentPositionSong );