[splittiming] All but ScreenEdit. (67)
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@@ -1480,7 +1480,7 @@ bool ScreenGameplay::AllAreFailing()
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void ScreenGameplay::GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut )
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{
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float fLastStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
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float fLastStepSeconds = GAMESTATE->m_pCurSong->m_SongTiming.GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
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fLastStepSeconds += Player::GetMaxStepDistanceSeconds();
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float fTransitionLength;
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@@ -1995,7 +1995,7 @@ void ScreenGameplay::SendCrossedMessages()
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static int iRowLastCrossed = 0;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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@@ -2033,7 +2033,7 @@ void ScreenGameplay::SendCrossedMessages()
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float fNoteWillCrossInSeconds = MESSAGE_SPACING_SECONDS * i;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fNoteWillCrossInSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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