From dc8dc0b36a36d87c5be1200f322627df9ce6b5c5 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 18 Jul 2004 02:24:50 +0000 Subject: [PATCH] fix adjusting by LIGHTS_FALLOFF_SECONDS in the wrong direction --- stepmania/src/ScreenGameplay.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 169a483168..8c6e7e801d 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1438,7 +1438,7 @@ void ScreenGameplay::Update( float fDeltaTime ) ZERO( bBlinkGameButton ); bool bCrossedABeat = false; { - float fPositionSeconds = GAMESTATE->m_fMusicSeconds - LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early + float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds ); int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); @@ -1450,8 +1450,6 @@ void ScreenGameplay::Update( float fDeltaTime ) bCrossedABeat = fBeatLast != fBeatNow; -// const int iSongRow = BeatToNoteRow( fSongBeat ); - for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update { FOREACH_CabinetLight( cl ) @@ -1460,7 +1458,6 @@ void ScreenGameplay::Update( float fDeltaTime ) // signals to be sent at incorrect times where notes were not even present. bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ) != TAP_EMPTY); bBlinkCabinetLight[cl] |= bBlink; - //bBlinkCabinetLight[cl] = m_CabinetLightsNoteData.IsThereATapAtRow(iRowNow); //(m_CabinetLightsNoteData.GetTapNote(cl,r) != TAP_EMPTY); } FOREACH_EnabledPlayer( pn ) { @@ -1482,7 +1479,7 @@ void ScreenGameplay::Update( float fDeltaTime ) { // check for active HoldNotes - float fPositionSeconds = GAMESTATE->m_fMusicSeconds - LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early + float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds ); const int iSongRow = BeatToNoteRow( fSongBeat );