consistency: iRowNow -> iSongRow (also, the row isn't now; it's slightly ahead)
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@@ -1619,25 +1619,25 @@ void ScreenGameplay::UpdateLights()
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
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iSongRow = max( 0, iSongRow );
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static int iRowLastCrossed = 0;
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float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
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float fBeatNow = roundf(NoteRowToBeat(iRowNow));
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float fBeatNow = roundf(NoteRowToBeat(iSongRow));
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bCrossedABeat = fBeatLast != fBeatNow;
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FOREACH_CabinetLight( cl )
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{
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iRowNow+1 )
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iSongRow+1 )
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{
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bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
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bBlinkCabinetLight[cl] |= bBlink;
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}
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if( m_CabinetLightsNoteData.IsHoldNoteAtBeat( cl, iRowNow ) )
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if( m_CabinetLightsNoteData.IsHoldNoteAtBeat( cl, iSongRow ) )
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bBlinkCabinetLight[cl] |= true;
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}
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@@ -1646,7 +1646,7 @@ void ScreenGameplay::UpdateLights()
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for( int t=0; t<m_Player[pn].m_NoteData.GetNumTracks(); t++ )
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{
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iRowNow+1 )
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iSongRow+1 )
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{
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TapNote tn = m_Player[pn].m_NoteData.GetTapNote(t,r);
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bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
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@@ -1660,7 +1660,7 @@ void ScreenGameplay::UpdateLights()
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}
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}
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iRowLastCrossed = iRowNow;
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iRowLastCrossed = iSongRow;
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}
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{
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