save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.

This commit is contained in:
Chris Danford
2006-08-05 02:38:05 +00:00
parent 5440a7b613
commit 7ac45c24e4
47 changed files with 389 additions and 363 deletions
+3 -3
View File
@@ -64,7 +64,7 @@ static LocalizedString AUTOSYNC_SONG ( "AdjustSync", "Autosync Song" );
static LocalizedString AUTOSYNC_MACHINE ( "AdjustSync", "Autosync Machine" );
void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
{
if( GAMESTATE->m_SongOptions.m_AutosyncType == SongOptions::AUTOSYNC_OFF )
if( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType == SongOptions::AUTOSYNC_OFF )
return;
s_fAutosyncOffset[s_iAutosyncOffsetSample] = fNoteOffBySeconds;
@@ -77,7 +77,7 @@ void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
const float stddev = calc_stddev( s_fAutosyncOffset, s_fAutosyncOffset+SAMPLE_COUNT );
RString sAutosyncType;
switch( GAMESTATE->m_SongOptions.m_AutosyncType )
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{
case SongOptions::AUTOSYNC_SONG:
sAutosyncType = AUTOSYNC_SONG;
@@ -91,7 +91,7 @@ void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
if( stddev < .03 ) // If they stepped with less than .03 error
{
switch( GAMESTATE->m_SongOptions.m_AutosyncType )
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{
case SongOptions::AUTOSYNC_SONG:
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;