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.
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@@ -256,7 +256,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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* entirely time spacing (respectively). Occasionally, we tween between them. */
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* entirely time spacing (respectively). Occasionally, we tween between them. */
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
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{
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{
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float bShowEffects = !( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming );
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float bShowEffects = !GAMESTATE->m_bInStepEditor;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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if( bShowEffects )
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if( bShowEffects )
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fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat);
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fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat);
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+6
-9
@@ -920,17 +920,14 @@ void NoteField::DrawPrimitives()
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const TimingData &timing = *pTiming;
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const TimingData &timing = *pTiming;
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// Scroll text
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// Scroll text
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if( GAMESTATE->m_bIsUsingStepTiming )
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for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++)
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{
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{
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for (i = 0; i < segs[SEGMENT_SCROLL]->size(); i++)
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ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) );
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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{
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ScrollSegment *seg = ToScroll( segs[SEGMENT_SCROLL]->at(i) );
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float fBeat = seg->GetBeat();
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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if( IS_ON_SCREEN(fBeat) )
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{
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DrawScrollText( fBeat, seg->GetRatio() );
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawScrollText( fBeat, seg->GetRatio() );
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}
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}
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}
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}
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}
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