diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index caa9cf8151..da7f3af7b2 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -696,24 +696,27 @@ void Player::Step( int col, const RageTimer &tm ) if( iIndexOverlappingNote != -1 ) { // compute the score for this hit - const float fStepBeat = NoteRowToBeat( iIndexOverlappingNote ); - const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat); + float fNoteOffset; + { + const float fStepBeat = NoteRowToBeat( iIndexOverlappingNote ); + const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat); - /* We actually stepped on the note this long ago: */ - const float fTimeSinceStep = tm.Ago(); + /* We actually stepped on the note this long ago: */ + const float fTimeSinceStep = tm.Ago(); - /* GAMESTATE->m_fMusicSeconds is the music time as of GAMESTATE->m_LastBeatUpdate. Figure - * out what the music time is as of now. */ - const float fCurrentMusicSeconds = GAMESTATE->m_fMusicSeconds + (GAMESTATE->m_LastBeatUpdate.Ago()*GAMESTATE->m_SongOptions.m_fMusicRate); + /* GAMESTATE->m_fMusicSeconds is the music time as of GAMESTATE->m_LastBeatUpdate. Figure + * out what the music time is as of now. */ + const float fCurrentMusicSeconds = GAMESTATE->m_fMusicSeconds + (GAMESTATE->m_LastBeatUpdate.Ago()*GAMESTATE->m_SongOptions.m_fMusicRate); - /* ... which means it happened at this point in the music: */ - const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep * GAMESTATE->m_SongOptions.m_fMusicRate; + /* ... which means it happened at this point in the music: */ + const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep * GAMESTATE->m_SongOptions.m_fMusicRate; - // The offset from the actual step in seconds: - const float fNoteOffset = (fStepSeconds - fMusicSeconds) / GAMESTATE->m_SongOptions.m_fMusicRate; // account for music rate -// LOG->Trace("step was %.3f ago, music is off by %f: %f vs %f, step was %f off", -// fTimeSinceStep, GAMESTATE->m_LastBeatUpdate.Ago()/GAMESTATE->m_SongOptions.m_fMusicRate, -// fStepSeconds, fMusicSeconds, fNoteOffset ); + // The offset from the actual step in seconds: + fNoteOffset = (fStepSeconds - fMusicSeconds) / GAMESTATE->m_SongOptions.m_fMusicRate; // account for music rate +// LOG->Trace("step was %.3f ago, music is off by %f: %f vs %f, step was %f off", +// fTimeSinceStep, GAMESTATE->m_LastBeatUpdate.Ago()/GAMESTATE->m_SongOptions.m_fMusicRate, +// fStepSeconds, fMusicSeconds, fNoteOffset ); + } const float fSecondsFromPerfect = fabsf( fNoteOffset );