Set Here We Go timing back to MAX/EX type (should we metric this?)

This commit is contained in:
Chris Danford
2003-02-03 06:10:39 +00:00
parent d12e090808
commit 7784f83909
2 changed files with 10 additions and 4 deletions
+8 -2
View File
@@ -1147,17 +1147,23 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
m_StarWipe.OpenWipingRight(SM_None);
/* It may just be me, but having Here We Go start so late into the song
* ruins the rhythm of the announcer. MAX/EX starts Here We Go
* a fixed amount of time after Are You Ready. However, 1-5th
* start HWG a certain amount of time before the notes.
* We may want to metric this, but for now, leave it like MAX/EX. -Chris */
/*
* Start the music going now, but don't actually make any noise for
* at least 2.5 seconds. (This is so we scroll on screen smoothly.)
*
* Further, don't actually reach any notes for at least 5 seconds,
* so we have time for the "Ready, Here We Go" sequence. */
float delay = StartPlayingSong( 5.0f, 2.5f );
float delay = StartPlayingSong( 3.0f, 1.5f );
/* Start the Here We Go sequence 2.5 seconds before notes, so we
* have time to fade in and fade out. */
this->SendScreenMessage( SM_StartHereWeGo, delay - 2.5f );
this->SendScreenMessage( SM_StartHereWeGo, 3.0f );
}
break;
case SM_User+1:
+2 -2
View File
@@ -433,8 +433,6 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
if( type == IET_RELEASE ) return; // don't care
if( m_Menu.IsClosing() ) return; // ignore
if( !GameI.IsValid() ) return; // don't care
if( m_bMadeChoice && !m_bGoToOptions && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
@@ -445,6 +443,8 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
return;
}
if( m_Menu.IsClosing() ) return; // ignore
if( m_bMadeChoice )
return;