fix range check (do it after quantizing)

This commit is contained in:
Glenn Maynard
2005-07-21 02:22:07 +00:00
parent a858eca8b0
commit d4afd9c47c
+4 -5
View File
@@ -1665,11 +1665,6 @@ void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType t
{ {
case IET_FIRST_PRESS: case IET_FIRST_PRESS:
{ {
// Don't add outside of the range.
if( GAMESTATE->m_fSongBeat < NoteRowToBeat(m_iStartPlayingAt) ||
GAMESTATE->m_fSongBeat > NoteRowToBeat(m_iStopPlayingAt) )
return;
// Add a tap // Add a tap
float fBeat = GAMESTATE->m_fSongBeat; float fBeat = GAMESTATE->m_fSongBeat;
fBeat = Quantize( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) ); fBeat = Quantize( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
@@ -1678,6 +1673,10 @@ void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType t
if( iRow < 0 ) if( iRow < 0 )
break; break;
// Don't add outside of the range.
if( iRow < m_iStartPlayingAt || iRow >= m_iStopPlayingAt )
return;
// Remove hold if any so that we don't have taps inside of a hold. // Remove hold if any so that we don't have taps inside of a hold.
int iHeadRow; int iHeadRow;
if( m_NoteDataRecord.IsHoldNoteAtBeat( iCol, iRow, &iHeadRow ) ) if( m_NoteDataRecord.IsHoldNoteAtBeat( iCol, iRow, &iHeadRow ) )