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
+5 -3
View File
@@ -166,7 +166,8 @@ void DancingCharacters::LoadNextSong()
m_fThisCameraEndBeat = 0;
ASSERT( GAMESTATE->m_pCurSong );
m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
Song &s = *GAMESTATE->m_pCurSong;
m_fThisCameraEndBeat = s.m_SongTiming.GetBeatFromElapsedTime(s.firstSecond);
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
@@ -212,9 +213,10 @@ void DancingCharacters::Update( float fDelta )
bWasGameplayStarting = bGameplayStarting;
static float fLastBeat = GAMESTATE->m_Position.m_fSongBeat;
Song &s = *GAMESTATE->m_pCurSong;
float firstBeat = s.m_SongTiming.GetBeatFromElapsedTime(s.firstSecond);
float fThisBeat = GAMESTATE->m_Position.m_fSongBeat;
if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
if( fLastBeat < firstBeat && fThisBeat >= firstBeat )
{
FOREACH_PlayerNumber( p )
m_pCharacter[p]->PlayAnimation( "dance" );