editor: show scroll segments in song timing

They function anyway in gameplay; there's no reason they should be
special-cased out of the editor.
This commit is contained in:
Devin J. Pohly
2013-07-18 14:35:53 -04:00
parent ef37e0036d
commit bcd90324c7
2 changed files with 7 additions and 10 deletions
+6 -9
View File
@@ -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() );
}
}