[splittiming] ArrowEffects and ScreenGameplay (222)
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@@ -231,7 +231,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
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{
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{
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float fSongSeconds = GAMESTATE->m_fMusicSecondsVisible;
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float fSongSeconds = GAMESTATE->m_fMusicSecondsVisible;
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float fNoteSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fNoteBeat);
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float fNoteSeconds = GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing.GetElapsedTimeFromBeat(fNoteBeat);
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float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
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float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
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float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
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float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
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float fBPS = fBPM/60.f;
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float fBPS = fBPM/60.f;
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@@ -1325,7 +1325,7 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
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{
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{
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const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
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const float fFirstSecond = GAMESTATE->m_pCurSong->m_SongTiming.GetElapsedTimeFromBeat( fFirstBeat );
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float fStartDelay = fMinTimeToNotes - fFirstSecond;
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float fStartDelay = fMinTimeToNotes - fFirstSecond;
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fStartDelay = max( fStartDelay, fMinTimeToMusic );
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fStartDelay = max( fStartDelay, fMinTimeToMusic );
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p.m_StartSecond = -fStartDelay;
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p.m_StartSecond = -fStartDelay;
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