Attempt to fix Editor bug with Delays.
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+4
-5
@@ -3454,8 +3454,8 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
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}
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case convert_pause_to_beat:
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{
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bool bThrowaway; // is it?
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float fStopSeconds = m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat), bThrowaway );
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// TODO: Convert both Delays and Stops at once.
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float fStopSeconds = m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) );
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m_pSong->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, 0 );
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float fStopBeats = fStopSeconds * m_pSong->GetBPMAtBeat(GAMESTATE->m_fSongBeat) / 60;
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@@ -3581,11 +3581,10 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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break;
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case stop:
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// todo: Call a screen with class ScreenTextEntry instead. -aj
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bool bThrowaway; // is it?
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ScreenTextEntry::TextEntry(
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SM_BackFromStopChange,
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ENTER_STOP_VALUE,
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ssprintf( "%.4f", m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat), bThrowaway ) ),
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ssprintf( "%.4f", m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
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10
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);
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break;
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@@ -3594,7 +3593,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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ScreenTextEntry::TextEntry(
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SM_BackFromDelayChange,
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ENTER_DELAY_VALUE,
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ssprintf( "%.4f", m_pSong->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat), bThrowaway ) ),
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ssprintf( "%.4f", m_pSong->m_Timing.GetDelayAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
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10
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);
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break;
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