From 7784f83909c7f1ce7e27a9547510dc5e7949a564 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Mon, 3 Feb 2003 06:10:39 +0000 Subject: [PATCH] Set Here We Go timing back to MAX/EX type (should we metric this?) --- stepmania/src/ScreenGameplay.cpp | 10 ++++++++-- stepmania/src/ScreenSelectMusic.cpp | 4 ++-- 2 files changed, 10 insertions(+), 4 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 55f170404a..4fcd5ccdfe 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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: diff --git a/stepmania/src/ScreenSelectMusic.cpp b/stepmania/src/ScreenSelectMusic.cpp index dfeff4ce3f..a5b28f06f1 100644 --- a/stepmania/src/ScreenSelectMusic.cpp +++ b/stepmania/src/ScreenSelectMusic.cpp @@ -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;