diff --git a/src/GameState.cpp b/src/GameState.cpp index 67a3135d87..3dbf40f8aa 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -998,7 +998,7 @@ void GameState::ResetStageStatistics() m_iStageSeed = rand(); } -void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp, bool bUpdatePlayers ) +void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp ) { /* It's not uncommon to get a lot of duplicated positions from the sound * driver, like so: 13.120953,13.130975,13.130975,13.130975,13.140998,... @@ -1017,15 +1017,12 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti m_Position.UpdateSongPosition( fPositionSeconds, timing, timestamp ); - if( bUpdatePlayers ) + FOREACH_EnabledPlayer( pn ) { - FOREACH_EnabledPlayer( pn ) + if( m_pCurSteps[pn] ) { - if( m_pCurSteps[pn] ) - { - m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp ); - Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset ); - } + m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp ); + Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset ); } } Actor::SetBGMTime( GAMESTATE->m_Position.m_fMusicSecondsVisible, GAMESTATE->m_Position.m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset ); diff --git a/src/GameState.h b/src/GameState.h index 824d658325..3b6bf60345 100644 --- a/src/GameState.h +++ b/src/GameState.h @@ -254,7 +254,7 @@ public: static const float MUSIC_SECONDS_INVALID; void ResetMusicStatistics(); // Call this when it's time to play a new song. Clears the values above. - void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp = RageZeroTimer, bool bUpdatePlayers = false ); + void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp = RageZeroTimer ); float GetSongPercent( float beat ) const; bool AllAreInDangerOrWorse() const; diff --git a/src/ScreenEdit.cpp b/src/ScreenEdit.cpp index 3c8df4ab38..6a05c933dc 100644 --- a/src/ScreenEdit.cpp +++ b/src/ScreenEdit.cpp @@ -1345,7 +1345,7 @@ void ScreenEdit::Update( float fDeltaTime ) { RageTimer tm; const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm ); - GAMESTATE->UpdateSongPosition( fSeconds, GAMESTATE->m_pCurSong->m_SongTiming, tm, true ); + GAMESTATE->UpdateSongPosition( fSeconds, GAMESTATE->m_pCurSong->m_SongTiming, tm ); } if( m_EditState == STATE_RECORDING ) @@ -3037,7 +3037,7 @@ void ScreenEdit::TransitionEditState( EditState em ) /* Give a 1 second lead-in. If we're loading Player, this must be done first. * Also be sure to get the right timing. */ float fSeconds = GetAppropriateTiming().GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1; - GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer, true ); + GAMESTATE->UpdateSongPosition( fSeconds, GetAppropriateTiming(), RageZeroTimer ); GAMESTATE->m_bGameplayLeadIn.Set( false ); diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index 92429df8dd..01f87a5bd6 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -1468,7 +1468,7 @@ void ScreenGameplay::UpdateSongPosition( float fDeltaTime ) RageTimer tm; const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm ); const float fAdjust = SOUND->GetFrameTimingAdjustment( fDeltaTime ); - GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_SongTiming, tm+fAdjust, true ); + GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_SongTiming, tm+fAdjust ); } void ScreenGameplay::BeginScreen() diff --git a/src/ScreenHowToPlay.cpp b/src/ScreenHowToPlay.cpp index 2daf79084e..b6b50790df 100644 --- a/src/ScreenHowToPlay.cpp +++ b/src/ScreenHowToPlay.cpp @@ -251,7 +251,7 @@ void ScreenHowToPlay::Update( float fDelta ) if( GAMESTATE->m_pCurSong != NULL ) { RageTimer tm; - GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong, GAMESTATE->m_pCurSong->m_SongTiming, tm, true ); + GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong, GAMESTATE->m_pCurSong->m_SongTiming, tm ); m_fFakeSecondsIntoSong += fDelta; static int iLastNoteRowCounted = 0;