fix m_meterSongPosition finishing too soon

This commit is contained in:
Glenn Maynard
2005-01-20 02:21:55 +00:00
parent 43ae26174e
commit 808f7ab7d5
2 changed files with 3 additions and 18 deletions
+3 -14
View File
@@ -1092,13 +1092,6 @@ void ScreenGameplay::LoadNextSong()
* -Chris */
m_bZeroDeltaOnNextUpdate = true;
// (Re)Calculate the song position meter
m_fSongPosMeterOffset = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat(
GAMESTATE->m_pCurSong->m_fFirstBeat );
m_fSongPosMeterEnd = ( GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat(
GAMESTATE->m_pCurSong->m_fLastBeat ) - m_fSongPosMeterOffset );
//
// Load cabinet lights data
//
@@ -1537,13 +1530,9 @@ void ScreenGameplay::Update( float fDeltaTime )
//
// update song position meter
//
// IMHHO, The song position bar is best used to represent where in the
// step sequence the players are. It looks "better" that way, showing a
// song "depleting" as the players wear on. So, it starts "ticking" at
// the first arrow and winds down to the very end.
float fPercentPositionSong = SCALE( GAMESTATE->m_fMusicSeconds, m_fSongPosMeterOffset,
m_fSongPosMeterEnd, 0.0f, 1.0f );
float fSongStartSeconds = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fFirstBeat );
float fSongEndSeconds = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
float fPercentPositionSong = SCALE( GAMESTATE->m_fMusicSeconds, fSongStartSeconds, fSongEndSeconds, 0.0f, 1.0f );
CLAMP( fPercentPositionSong, 0, 1 );
m_meterSongPosition.SetPercent( fPercentPositionSong );
-4
View File
@@ -162,10 +162,6 @@ protected:
BeginnerHelper m_BeginnerHelper;
NoteData m_CabinetLightsNoteData;
private:
float m_fSongPosMeterEnd;
float m_fSongPosMeterOffset;
};