[splittiming] m_Position needed. (50)
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@@ -175,7 +175,7 @@ int Neg1OrPos1() { return RandomInt( 2 ) ? -1 : +1; }
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void DancingCharacters::Update( float fDelta )
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{
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if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay )
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if( GAMESTATE->m_Position.m_bFreeze || GAMESTATE->m_Position.m_bDelay )
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{
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// spin the camera Matrix-style
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m_CameraPanYStart += fDelta*40;
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@@ -184,7 +184,7 @@ void DancingCharacters::Update( float fDelta )
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else
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{
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// make the characters move
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float fBPM = GAMESTATE->m_fCurBPS*60;
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float fBPM = GAMESTATE->m_Position.m_fCurBPS*60;
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float fUpdateScale = SCALE( fBPM, 60.f, 300.f, 0.75f, 1.5f );
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CLAMP( fUpdateScale, 0.75f, 1.5f );
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@@ -209,8 +209,8 @@ void DancingCharacters::Update( float fDelta )
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}
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bWasGameplayStarting = bGameplayStarting;
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static float fLastBeat = GAMESTATE->m_fSongBeat;
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float fThisBeat = GAMESTATE->m_fSongBeat;
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static float fLastBeat = GAMESTATE->m_Position.m_fSongBeat;
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float fThisBeat = GAMESTATE->m_Position.m_fSongBeat;
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if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
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fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
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{
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@@ -220,7 +220,7 @@ void DancingCharacters::Update( float fDelta )
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fLastBeat = fThisBeat;
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// time for a new sweep?
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if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat )
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if( GAMESTATE->m_Position.m_fSongBeat > m_fThisCameraEndBeat )
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{
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if( RandomInt(6) >= 4 )
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{
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@@ -248,7 +248,7 @@ void DancingCharacters::Update( float fDelta )
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m_fLookAtHeight = CAMERA_STILL_LOOK_AT_HEIGHT;
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}
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int iCurBeat = (int)GAMESTATE->m_fSongBeat;
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int iCurBeat = (int)GAMESTATE->m_Position.m_fSongBeat;
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iCurBeat -= iCurBeat%8;
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m_fThisCameraStartBeat = (float) iCurBeat;
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@@ -313,7 +313,7 @@ void DancingCharacters::DrawPrimitives()
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if(m_fThisCameraStartBeat == m_fThisCameraEndBeat)
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fPercentIntoSweep = 0;
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else
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fPercentIntoSweep = SCALE(GAMESTATE->m_fSongBeat, m_fThisCameraStartBeat, m_fThisCameraEndBeat, 0.f, 1.f );
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fPercentIntoSweep = SCALE(GAMESTATE->m_Position.m_fSongBeat, m_fThisCameraStartBeat, m_fThisCameraEndBeat, 0.f, 1.f );
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float fCameraPanY = SCALE( fPercentIntoSweep, 0.f, 1.f, m_CameraPanYStart, m_CameraPanYEnd );
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float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
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