[splittiming]
- calculate m_fFirstBeat and m_fLastBeat correctly - fix a crash caused by calculating by tidying the timing first. - make editor go back to right place after playing (the editor should be fairly working now!)
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+2
-2
@@ -2372,11 +2372,11 @@ void ScreenEdit::TransitionEditState( EditState em )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_fBeatToReturnTo;
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// Make sure we're snapped.
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = Quantize( GAMESTATE->m_Position.m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = Quantize( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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/* Playing and recording have lead-ins, which may start before beat 0;
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* make sure we don't stay there if we escaped out early. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = max( GAMESTATE->m_Position.m_fSongBeat, 0 );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = max( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat, 0 );
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break;
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