diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 3531eb73b4..ce2f14ff3e 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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