More abstraction.

This commit is contained in:
Jason Felds
2011-06-30 02:10:58 -04:00
parent 80d3618b8e
commit 5940bdeddb
13 changed files with 26 additions and 32 deletions
+5 -8
View File
@@ -1329,7 +1329,7 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
p.StopMode = RageSoundParams::M_CONTINUE;
{
const float fFirstSecond = GAMESTATE->m_pCurSong->firstSecond;
const float fFirstSecond = GAMESTATE->m_pCurSong->GetFirstSecond();
float fStartDelay = fMinTimeToNotes - fFirstSecond;
fStartDelay = max( fStartDelay, fMinTimeToMusic );
p.m_StartSecond = -fStartDelay;
@@ -1412,8 +1412,7 @@ void ScreenGameplay::PlayAnnouncer( RString type, float fSeconds )
if( m_DancingState != STATE_DANCING )
return;
if(GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
GAMESTATE->m_Position.m_fSongBeat <
GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime(GAMESTATE->m_pCurSong->firstSecond) )
GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->GetFirstBeat())
return;
if( m_fTimeSinceLastDancingComment < fSeconds )
@@ -1488,7 +1487,7 @@ bool ScreenGameplay::AllAreFailing()
void ScreenGameplay::GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut )
{
float fLastStepSeconds = GAMESTATE->m_pCurSong->lastSecond;
float fLastStepSeconds = GAMESTATE->m_pCurSong->GetLastSecond();
fLastStepSeconds += Player::GetMaxStepDistanceSeconds();
float fTransitionLength;
@@ -1698,10 +1697,8 @@ void ScreenGameplay::Update( float fDeltaTime )
STATSMAN->m_CurStageStats.m_fGameplaySeconds += fUnscaledDeltaTime;
float curBeat = GAMESTATE->m_Position.m_fSongBeat;
Song &s = *GAMESTATE->m_pCurSong;
TimingData &timing = s.m_SongTiming;
if( curBeat >= timing.GetBeatFromElapsedTime(s.firstSecond) && curBeat < timing.GetBeatFromElapsedTime(s.lastSecond) )
if( curBeat >= s.GetFirstBeat() && curBeat < s.GetLastBeat() )
{
STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime;
@@ -1983,7 +1980,7 @@ void ScreenGameplay::UpdateLights()
// Before the first beat of the song, all cabinet lights solid on (except for menu buttons).
Song &s = *GAMESTATE->m_pCurSong;
bool bOverrideCabinetBlink = (GAMESTATE->m_Position.m_fSongBeat < s.m_SongTiming.GetBeatFromElapsedTime(s.firstSecond));
bool bOverrideCabinetBlink = (GAMESTATE->m_Position.m_fSongBeat < s.GetFirstBeat());
FOREACH_CabinetLight( cl )
bBlinkCabinetLight[cl] |= bOverrideCabinetBlink;