From a2d0a7dcebc1fad53b1affb0b31916fc39aa9e65 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 23 May 2003 01:25:01 +0000 Subject: [PATCH] comment --- stepmania/src/ScreenGameplay.cpp | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 510e68a67c..bcbe65fa02 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -675,7 +675,15 @@ void ScreenGameplay::LoadNextSong() m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle ); /* XXX: set it to the current BPM, not the range */ - /* What does this comment mean? -Chris */ + /* What does this comment mean? -Chris + * + * We're in gameplay. A BPM display should display the current BPM, updating + * it as it changes, instead of the "BPM preview" of ScreenSelectMusic. That'd + * be used in IIDX, anyway. (Havn't done this since I don't know what this is + * currently actually used for and don't feel like investigating it until it's + * needed.) + * -glenn + */ m_BPMDisplay.SetBPM( GAMESTATE->m_pCurSong ); const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();