Convert ms to seconds. Use the PlayerState's m_Position in ArrowEffects so it actually works.
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@@ -488,7 +488,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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if( curr_options->m_fTimeSpacing != 0.0f )
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{
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float fSongSeconds = GAMESTATE->m_Position.m_fMusicSecondsVisible;
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float fSongSeconds = pPlayerState->m_Position.m_fMusicSecondsVisible;
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float fNoteSeconds = pCurSteps->GetTimingData()->GetElapsedTimeFromBeat(fNoteBeat);
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float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
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float fBPM = curr_options->m_fScrollBPM;
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@@ -562,7 +562,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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{
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// Format the string to be something like "10ms VisualDelay".
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// Note that we don't process sub-millisecond visual delay.
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AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay) );
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AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) );
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}
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}
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@@ -608,17 +608,17 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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{
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level = 0;
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}
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else if ( EndsWith(s, "ms") )
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{
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// Strip off the "ms" before parsing.
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RString ms_value = s.substr(0, s.size()-2 );
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level = StringToFloat( ms_value );
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}
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else if( isdigit(s[0]) || s[0] == '-' )
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{
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if ( EndsWith(s, "ms") )
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{
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// Strip off the "ms" before parsing and convert to seconds.
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RString ms_value = s.substr(0, s.size()-2 );
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level = StringToFloat( ms_value ) / 1000.0f;
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}
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/* If the last character is a *, they probably said "123*" when
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* they meant "*123". */
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if( s.Right(1) == "*" )
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else if( s.Right(1) == "*" )
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{
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// XXX: We know what they want, is there any reason not to handle it?
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// Yes. We should be strict in handling the format. -Chris
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