use GAMESTATE->m_fMusicSeconds for the current music time

Tracking it yourself will break with courses, vary depending on how
the screen tweens in, and so on, which you probably don't want.
This commit is contained in:
Glenn Maynard
2003-03-19 17:46:07 +00:00
parent 46c7457ab5
commit d3d4e48071
+3 -3
View File
@@ -782,19 +782,19 @@ void ScreenGameplay::UpdateLyrics( float fDeltaTime )
if( !m_bHasLyrics )
return;
m_fLyricsTime += fDeltaTime;
// m_fLyricsTime += fDeltaTime;
float fStartTime = (GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime);
// Make sure we don't go over the array's boundry
if( m_iCurLyricNumber <= GAMESTATE->m_pCurSong->m_LyricSegments.size() )
{
// Check if it's time to animate the old lyrics to off-screen
if( (fStartTime - m_fLyricsTime) <= .30 || (fStartTime - m_fLyricsTime) <= -.30f)
if( (fStartTime - GAMESTATE->m_fMusicSeconds) <= .30 || (fStartTime - GAMESTATE->m_fMusicSeconds) <= -.30f)
{
m_textLyrics.FadeOff( 0, "foldy", .20f);
}
if( m_fLyricsTime >= fStartTime )
if( GAMESTATE->m_fMusicSeconds >= fStartTime )
{
/*I figure for longer lines of text, the Lyric display object should
be scaled down, if needed, by the .ScaleTo() function. But somehow