move CommonMetrics into a namespace so that it's clear where they're coming from when used.

This commit is contained in:
Chris Danford
2005-10-27 05:16:19 +00:00
parent 5d7885c764
commit 8b8fa8aad3
25 changed files with 78 additions and 76 deletions
+3 -3
View File
@@ -913,7 +913,7 @@ void ScreenGameplay::InitSongQueues()
// In a survuval course, override stored mods
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
a.push_back( Attack(ATTACK_LEVEL_1, 0, 0, "clearall,"+DEFAULT_MODIFIERS.GetValue(), false, true, false) ); // don't show in AttackList
a.push_back( Attack(ATTACK_LEVEL_1, 0, 0, "clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue(), false, true, false) ); // don't show in AttackList
e->GetAttackArray( a );
pi->m_asModifiersQueue.push_back( a );
@@ -1434,7 +1434,7 @@ void ScreenGameplay::PlayTicks()
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUND->GetPlayLatency() + (float)TICK_EARLY_SECONDS + 0.250f;
fPositionSeconds += SOUND->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
@@ -1459,7 +1459,7 @@ void ScreenGameplay::PlayTicks()
fSecondsUntil /= GAMESTATE->m_SongOptions.m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistTick.Play( &p );
}
}