[timing] More respect of pointers.

Again going to trust virtual functions to do the right thing.
This commit is contained in:
Jason Felds
2011-07-14 23:15:48 -04:00
parent c9a6bbbafe
commit 6f5ab98dec
7 changed files with 139 additions and 146 deletions
+4 -4
View File
@@ -310,8 +310,8 @@ void SMLoader::ProcessStops( TimingData &out, const RString line, const int rows
// Process the prior stop.
if( negPause > 0 )
{
BPMSegment oldBPM = out.GetBPMSegmentAtRow(BeatToNoteRow(negBeat));
float fSecondsPerBeat = 60 / oldBPM.GetBPM();
BPMSegment * oldBPM = out.GetBPMSegmentAtRow(BeatToNoteRow(negBeat));
float fSecondsPerBeat = 60 / oldBPM->GetBPM();
float fSkipBeats = negPause / fSecondsPerBeat;
if( negBeat + fSkipBeats > fFreezeBeat )
@@ -339,8 +339,8 @@ void SMLoader::ProcessStops( TimingData &out, const RString line, const int rows
// Process the prior stop if there was one.
if( negPause > 0 )
{
BPMSegment oldBPM = out.GetBPMSegmentAtBeat(negBeat);
float fSecondsPerBeat = 60 / oldBPM.GetBPM();
BPMSegment * oldBPM = out.GetBPMSegmentAtBeat(negBeat);
float fSecondsPerBeat = 60 / oldBPM->GetBPM();
float fSkipBeats = negPause / fSecondsPerBeat;
out.AddSegment(SEGMENT_WARP, new WarpSegment(negBeat, fSkipBeats));