Fix mine fix :)
The song timing was used for the calculations, but the steps timing should be used instead because of split timing.
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@@ -1136,7 +1136,7 @@ void Player::Update( float fDeltaTime )
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* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
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* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
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* rounding, autoplay steps early. -glenn */
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* rounding, autoplay steps early. -glenn */
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const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - PREFSMAN->m_fPadStickSeconds;
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const float fPositionSeconds = m_pPlayerState->m_Position.m_fMusicSeconds - PREFSMAN->m_fPadStickSeconds;
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const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds ) : 0;
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const float fSongBeat = m_pPlayerState->GetDisplayedTiming().GetBeatFromElapsedTime( fPositionSeconds );
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const int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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const int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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if( iRowNow >= 0 )
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if( iRowNow >= 0 )
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