diff --git a/Themes/_fallback/Scripts/04 Scoring.lua b/Themes/_fallback/Scripts/04 Scoring.lua index a16d1ccbac..2cc08539d6 100644 --- a/Themes/_fallback/Scripts/04 Scoring.lua +++ b/Themes/_fallback/Scripts/04 Scoring.lua @@ -336,7 +336,6 @@ r['[SSC] Radar Master'] = function(params, pss) end; pss:SetScore(finalScore); end; -r['free[do]m'] = function(params,pss) return nil pss:SetScore(math.min(10,GAMESTATE:GetCurrentSteps(params.Player):GetMeter())*1000000) end ------------------------------------------------------------ --Marvelous Incorporated Grading System (or MIGS for short) --basically like DP scoring with locked DP values diff --git a/src/TimingData.cpp b/src/TimingData.cpp index 41994f3a39..b1900943cb 100644 --- a/src/TimingData.cpp +++ b/src/TimingData.cpp @@ -799,6 +799,7 @@ void TimingData::DeleteRows( int iStartRow, int iRowsToDelete ) float TimingData::GetDisplayedSpeedPercent( float fSongBeat, float fMusicSeconds ) const { + LOG->Trace("[TimingData::GetDisplayedSpeedPercent] begin (beat %f seconds %f)",fSongBeat,fMusicSeconds); /* HACK: Somehow we get called into this function when there is no * TimingData to work with. This seems to happen the most upon * leaving the editor. Still, cover our butts in case this instance @@ -811,12 +812,19 @@ float TimingData::GetDisplayedSpeedPercent( float fSongBeat, float fMusicSeconds return 1.0f; } + LOG->Trace("Getting speed segments"); const vector &speeds = GetTimingSegments(SEGMENT_SPEED); + LOG->Trace("Got speed segments"); if( speeds.size() == 0 ) + { + LOG->Trace("No speed segments"); return 1.0f; + } + LOG->Trace("GetSegmentIndexAtBeat %f",fSongBeat); const int index = GetSegmentIndexAtBeat( SEGMENT_SPEED, fSongBeat ); + LOG->Trace("Making segment from speeds[%i]",index); const SpeedSegment *seg = ToSpeed(speeds[index]); float fStartBeat = seg->GetBeat(); float fStartTime = GetElapsedTimeFromBeat( fStartBeat ) - GetDelayAtBeat( fStartBeat );