fix visual glitch on autoplay rolls
When there were tap notes on the same row as the start of a roll, autoplaying the roll would result in the receptors on other tracks to glow. This was because the Step() call would use the roll's head row for a parameter, which included the other notes. This changes that parameter to -1 to automatically use the current row in the song, which makes more sense anyway. Fixes bug 241.
This commit is contained in:
+2
-1
@@ -963,7 +963,8 @@ void Player::Update( float fDeltaTime )
|
|||||||
if( tn.HoldResult.fLife >= 0.5f )
|
if( tn.HoldResult.fLife >= 0.5f )
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
Step( iTrack, iHeadRow, now, false, false );
|
// This handles any roll steps beyond the first.
|
||||||
|
Step( iTrack, -1, now, false, false );
|
||||||
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
|
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
|
||||||
{
|
{
|
||||||
STATSMAN->m_CurStageStats.m_bUsedAutoplay = true;
|
STATSMAN->m_CurStageStats.m_bUsedAutoplay = true;
|
||||||
|
|||||||
Reference in New Issue
Block a user