[splittiming] ArrowEffects and ScreenGameplay (222)

This commit is contained in:
Thai Pangsakulyanont
2011-05-09 23:00:29 +07:00
parent 31848e79c4
commit 6162fe519b
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -231,7 +231,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
{
float fSongSeconds = GAMESTATE->m_fMusicSecondsVisible;
float fNoteSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fNoteBeat);
float fNoteSeconds = GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing.GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
float fBPS = fBPM/60.f;
+1 -1
View File
@@ -1325,7 +1325,7 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
{
const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
const float fFirstSecond = GAMESTATE->m_pCurSong->m_SongTiming.GetElapsedTimeFromBeat( fFirstBeat );
float fStartDelay = fMinTimeToNotes - fFirstSecond;
fStartDelay = max( fStartDelay, fMinTimeToMusic );
p.m_StartSecond = -fStartDelay;