diff --git a/stepmania/src/BeginnerHelper.cpp b/stepmania/src/BeginnerHelper.cpp index b9f7dd5ee0..5574a26ad8 100644 --- a/stepmania/src/BeginnerHelper.cpp +++ b/stepmania/src/BeginnerHelper.cpp @@ -214,19 +214,19 @@ void BeginnerHelper::Step( int pn, int CSTEP ) m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween. switch( CSTEP ) { - case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT" ); break; - case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT" ); break; - case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP" ); break; - case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN" ); break; - case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR" ); break; + case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT", 1.5f ); break; + case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT", 1.5f ); break; + case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP", 1.5f ); break; + case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN", 1.5f ); break; + case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f ); break; case ST_JUMPUD: // Until I can get an UP+DOWN jump animation, this will have to do. - m_mDancer[pn].PlayAnimation( "Step-JUMPLR" ); + m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f ); m_mDancer[pn].StopTweening(); m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR ); m_mDancer[pn].SetRotationY( 90 ); - m_mDancer[pn].BeginTweening( (1/GAMESTATE->m_fCurBPS) ); //sleep between jump-frames + m_mDancer[pn].BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR ); m_mDancer[pn].SetRotationY( 0 ); break; @@ -240,7 +240,7 @@ void BeginnerHelper::Update( float fDeltaTime ) return; // the beat we want to check on this update - float fCurBeat = GAMESTATE->m_fSongBeat + 0.5f; + float fCurBeat = GAMESTATE->m_fSongBeat + 0.4f; for(int pn = 0; pn < NUM_PLAYERS; pn++ ) {