diff --git a/src/ArrowEffects.cpp b/src/ArrowEffects.cpp index e0513eb8ba..7875d14c17 100644 --- a/src/ArrowEffects.cpp +++ b/src/ArrowEffects.cpp @@ -256,7 +256,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float * entirely time spacing (respectively). Occasionally, we tween between them. */ if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f ) { - float bShowEffects = !( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ); + float bShowEffects = !GAMESTATE->m_bInStepEditor; float fBeatsUntilStep = fNoteBeat - fSongBeat; if( bShowEffects ) fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat); diff --git a/src/NoteField.cpp b/src/NoteField.cpp index d68f238ed2..2257626ab4 100644 --- a/src/NoteField.cpp +++ b/src/NoteField.cpp @@ -920,17 +920,14 @@ void NoteField::DrawPrimitives() const TimingData &timing = *pTiming; // Scroll text - if( GAMESTATE->m_bIsUsingStepTiming ) + for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++) { - for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++) + ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) ); + if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw ) { - ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) ); - if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw ) - { - float fBeat = seg->GetBeat(); - if( IS_ON_SCREEN(fBeat) ) - DrawScrollText( fBeat, seg->GetRatio() ); - } + float fBeat = seg->GetBeat(); + if( IS_ON_SCREEN(fBeat) ) + DrawScrollText( fBeat, seg->GetRatio() ); } }