fix adjusting by LIGHTS_FALLOFF_SECONDS in the wrong direction

This commit is contained in:
Glenn Maynard
2004-07-18 02:24:50 +00:00
parent f67d2a7daa
commit dc8dc0b36a
+2 -5
View File
@@ -1438,7 +1438,7 @@ void ScreenGameplay::Update( float fDeltaTime )
ZERO( bBlinkGameButton ); ZERO( bBlinkGameButton );
bool bCrossedABeat = false; 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 ); float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
@@ -1450,8 +1450,6 @@ void ScreenGameplay::Update( float fDeltaTime )
bCrossedABeat = fBeatLast != fBeatNow; 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 for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
{ {
FOREACH_CabinetLight( cl ) 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. // signals to be sent at incorrect times where notes were not even present.
bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ) != TAP_EMPTY); bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ) != TAP_EMPTY);
bBlinkCabinetLight[cl] |= bBlink; bBlinkCabinetLight[cl] |= bBlink;
//bBlinkCabinetLight[cl] = m_CabinetLightsNoteData.IsThereATapAtRow(iRowNow); //(m_CabinetLightsNoteData.GetTapNote(cl,r) != TAP_EMPTY);
} }
FOREACH_EnabledPlayer( pn ) FOREACH_EnabledPlayer( pn )
{ {
@@ -1482,7 +1479,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{ {
// check for active HoldNotes // 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 ); float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
const int iSongRow = BeatToNoteRow( fSongBeat ); const int iSongRow = BeatToNoteRow( fSongBeat );