[warps] allow stops inside warps and convert high bpm to warps
+ sometimes there are delays/stops in high BPM sections, they have to be handled inside a warp to be able to convert it easily. + on the stopped / delayed rows with warps, judging become enabled for that row. Issues: + the bpm threshould is hardcoded (right now it's 400000.0). someone change it please. + slight off-sync from conversion. haven't figured out how to work around it yet.
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@@ -961,21 +961,6 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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// "Crash reason : -243478.890625 -48695.773438"
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ASSERT_M( m_fSongBeat > -2000, ssprintf("Song beat %f at %f seconds", m_fSongBeat, fPositionSeconds) );
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//if( m_iWarpBeginRow != -1 || m_iWarpEndRow == -1 )
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/*
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if( m_iWarpBeginRow != -1 && m_fWarpDestination > 0.0f )
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{
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float fWarpLength = m_fWarpDestination-NoteRowToBeat(m_iWarpBeginRow);
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// There is a warp in this section.
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LOG->Trace("warp at row %i lasts for %f beats, jumps to row %i",
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m_iWarpBeginRow,
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fWarpLength,
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BeatToNoteRow(m_fWarpDestination));
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fPositionSeconds += (fWarpLength * m_fCurBPS);
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}
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*/
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m_fMusicSeconds = fPositionSeconds;
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m_fLightSongBeat = timing.GetBeatFromElapsedTime( fPositionSeconds + g_fLightsAheadSeconds );
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