Fix mine fix :)

The song timing was used for the calculations, but the steps timing should be used instead because of split timing.
This commit is contained in:
Martin Natano
2022-06-03 14:36:24 +02:00
parent 2fc8705f45
commit 4de9bd7c7f
+1 -1
View File
@@ -1136,7 +1136,7 @@ void Player::Update( float fDeltaTime )
* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without * .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
* rounding, autoplay steps early. -glenn */ * rounding, autoplay steps early. -glenn */
const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - PREFSMAN->m_fPadStickSeconds; const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - PREFSMAN->m_fPadStickSeconds;
const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds ) : 0; const float fSongBeat = m_pPlayerState->GetDisplayedTiming().GetBeatFromElapsedTime( fPositionSeconds );
const int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); const int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
if( iRowNow >= 0 ) if( iRowNow >= 0 )