Replace #BEAT tags with #SECOND tags.

Split Timing has made this necessary.

Yes, this means another recache.
This commit is contained in:
Jason Felds
2011-06-30 01:11:38 -04:00
parent 00c1ce6a79
commit 8bc2c38142
24 changed files with 178 additions and 141 deletions
+6 -3
View File
@@ -577,13 +577,16 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
else // pSong doesn't have an animation plan
{
Layer &layer = m_Layer[0];
const TimingData &t = pSong->m_SongTiming;
float firstBeat = t.GetBeatFromElapsedTime(pSong->firstSecond);
float lastBeat = t.GetBeatFromElapsedTime(pSong->lastSecond);
LoadFromRandom( pSong->m_fFirstBeat, pSong->m_fLastBeat, BackgroundChange() );
LoadFromRandom( firstBeat, lastBeat, BackgroundChange() );
// end showing the static song background
BackgroundChange change;
change.m_def = m_StaticBackgroundDef;
change.m_fStartBeat = pSong->m_fLastBeat;
change.m_fStartBeat = lastBeat;
layer.m_aBGChanges.push_back( change );
}
@@ -642,7 +645,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
continue;
float fStartBeat = change.m_fStartBeat;
float fEndBeat = pSong->m_fLastBeat;
float fEndBeat = pSong->m_SongTiming.GetBeatFromElapsedTime(pSong->lastSecond);
if( i+1 < mainlayer.m_aBGChanges.size() )
fEndBeat = mainlayer.m_aBGChanges[i+1].m_fStartBeat;