Replace #BEAT tags with #SECOND tags.
Split Timing has made this necessary. Yes, this means another recache.
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+6
-3
@@ -577,13 +577,16 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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else // pSong doesn't have an animation plan
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{
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Layer &layer = m_Layer[0];
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const TimingData &t = pSong->m_SongTiming;
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float firstBeat = t.GetBeatFromElapsedTime(pSong->firstSecond);
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float lastBeat = t.GetBeatFromElapsedTime(pSong->lastSecond);
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LoadFromRandom( pSong->m_fFirstBeat, pSong->m_fLastBeat, BackgroundChange() );
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LoadFromRandom( firstBeat, lastBeat, BackgroundChange() );
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// end showing the static song background
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BackgroundChange change;
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change.m_def = m_StaticBackgroundDef;
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change.m_fStartBeat = pSong->m_fLastBeat;
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change.m_fStartBeat = lastBeat;
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layer.m_aBGChanges.push_back( change );
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}
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@@ -642,7 +645,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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continue;
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float fStartBeat = change.m_fStartBeat;
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float fEndBeat = pSong->m_fLastBeat;
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float fEndBeat = pSong->m_SongTiming.GetBeatFromElapsedTime(pSong->lastSecond);
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if( i+1 < mainlayer.m_aBGChanges.size() )
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fEndBeat = mainlayer.m_aBGChanges[i+1].m_fStartBeat;
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