remove GameState::GetUndisplayedBeats

This commit is contained in:
Glenn Maynard
2006-02-01 04:45:31 +00:00
parent 7ace9857af
commit 5467ab21ed
2 changed files with 0 additions and 16 deletions
-15
View File
@@ -1121,21 +1121,6 @@ void GameState::GetAllUsedNoteSkins( vector<RString> &out ) const
out.erase( unique( out.begin(), out.end() ), out.end() );
}
/* From NoteField: */
void GameState::GetUndisplayedBeats( const PlayerState* pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat ) const
{
/* If reasonable, push the attack forward so notes on screen don't change suddenly. */
StartBeat = min( m_fSongBeat+BEATS_PER_MEASURE*2, pPlayerState->m_fLastDrawnBeat );
StartBeat = truncf(StartBeat)+1;
const float StartSecond = this->m_pCurSong->GetElapsedTimeFromBeat( StartBeat );
const float EndSecond = StartSecond + TotalSeconds;
EndBeat = this->m_pCurSong->GetBeatFromElapsedTime( EndSecond );
EndBeat = truncf(EndBeat)+1;
}
void GameState::RemoveAllActiveAttacks() // called on end of song
{
FOREACH_PlayerNumber( p )