diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 4c9db9fd0c..505872ceda 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1290,17 +1290,17 @@ void ScreenGameplay::LoadLights() NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) ); } -float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic) +float ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic ) { - ASSERT(MinTimeToNotes >= 0); - ASSERT(MinTimeToMusic >= 0); + ASSERT( fMinTimeToNotes >= 0 ); + ASSERT( fMinTimeToMusic >= 0 ); /* XXX: We want the first beat *in use*, so we don't delay needlessly. */ const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat; const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat ); - float fStartSecond = fFirstSecond - MinTimeToNotes; + float fStartSecond = fFirstSecond - fMinTimeToNotes; - fStartSecond = min(fStartSecond, -MinTimeToMusic); + fStartSecond = min( fStartSecond, -fMinTimeToMusic ); m_pSoundMusic->SetProperty( "AccurateSync", true ); diff --git a/stepmania/src/ScreenGameplay.h b/stepmania/src/ScreenGameplay.h index cfe7af68a4..a75182ba05 100644 --- a/stepmania/src/ScreenGameplay.h +++ b/stepmania/src/ScreenGameplay.h @@ -150,8 +150,8 @@ protected: void SetupSong( int iSongIndex ); void ReloadCurrentSong(); virtual void LoadNextSong(); - void LoadCourseSongNumber( int SongNumber ); - float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic); + void LoadCourseSongNumber( int iSongNumber ); + float StartPlayingSong( float MinTimeToNotes, float fMinTimeToMusic ); void LoadLights(); void PauseGame( bool bPause, GameController gc = GameController_Invalid ); void PlayAnnouncer( RString type, float fSeconds );