Hasn't caused problems yet, but haven't saved results either.

Next step...setting up original step timing and reverting.
This commit is contained in:
Jason Felds
2011-05-26 14:57:28 -04:00
parent 0270191fef
commit 43f0fb96e1
+16 -8
View File
@@ -209,14 +209,22 @@ void AdjustSync::AutosyncOffset()
{ {
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType ) switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{ {
case SongOptions::AUTOSYNC_SONG: case SongOptions::AUTOSYNC_SONG:
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean; {
break; GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
case SongOptions::AUTOSYNC_MACHINE: const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean ); FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
break; {
default: (*s)->m_Timing.m_fBeat0OffsetInSeconds += mean;
ASSERT(0); }
break;
}
case SongOptions::AUTOSYNC_MACHINE:
// Step timing is not needed for this operation.
PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
break;
default:
ASSERT(0);
} }
SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() ); SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );