GAMESTATE->GetUndisplayedBeats-based path is moved to GetRealtimeAttackBeats. This was confusing: one of the callers of GetAttackBeats passed NULL as pPlayerState, since it's not used in fStartSecond is >= 0. This also eliminates GAMESTATE->GetUndisplayedBeats; that code path was weird, since GetAttackBeats took a pSong, but GetUndisplayedBeats always used GAMESTATE->m_pCurSong.

This commit is contained in:
Glenn Maynard
2006-02-01 04:42:19 +00:00
parent e8a956733a
commit 4d248c29f8
+3 -24
View File
@@ -9,31 +9,10 @@
void Attack::GetAttackBeats( const Song *pSong, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const
{
ASSERT( pSong );
ASSERT_M( fStartSecond >= 0, ssprintf("%f",fStartSecond) );
if( fStartSecond >= 0 )
{
CHECKPOINT;
fStartBeat = pSong->GetBeatFromElapsedTime( fStartSecond );
fEndBeat = pSong->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
}
else
{
CHECKPOINT;
/* If fStartSecond < 0, then the attack starts right off the screen; this requires
* that a song actually be playing. Pre-queued course attacks must always have
* fStartSecond >= 0. */
ASSERT( GAMESTATE->m_pCurSong );
ASSERT( pPlayerState );
/* We're setting this effect on the fly. If it's an arrow-changing effect
* (transform or note skin), apply it in the future, after what's currently on
* screen, so new arrows will scroll on screen with this effect. */
GAMESTATE->GetUndisplayedBeats( pPlayerState, fSecsRemaining, fStartBeat, fEndBeat );
}
// loading the course should have caught this.
ASSERT_M( fEndBeat >= fStartBeat, ssprintf("%f >= %f", fEndBeat, fStartBeat) );
fStartBeat = pSong->GetBeatFromElapsedTime( fStartSecond );
fEndBeat = pSong->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
}
/* Get the range for an attack that's being applied in realtime, eg. during battle