Fix: The system should allow for the user to not have to start immediately.

This commit is contained in:
Charles Lohr
2005-01-26 06:48:01 +00:00
parent e3ba3900d6
commit c8ad4ea322
+4 -1
View File
@@ -86,6 +86,7 @@ const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
static Preference<float> g_fNetStartOffset( Options, "NetworkStartOffset", -3.0 );
REGISTER_SCREEN_CLASS( ScreenGameplay );
ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
@@ -1257,13 +1258,15 @@ void ScreenGameplay::Update( float fDeltaTime )
StartPlayingSong( 0, 0 );
m_pSoundMusic->Stop();
float startOffset = g_fNetStartOffset;
NSMAN->StartRequest(1);
RageSoundParams p;
p.AccurateSync = true;
p.SetPlaybackRate( 1.0 ); //Force 1.0 playback speed
p.StopMode = RageSoundParams::M_CONTINUE;
p.m_StartSecond = 0.0;
p.m_StartSecond = startOffset;
m_pSoundMusic->Play( &p );
UpdateSongPosition(0);