[splittiming] No more holds/rolls on Song Timing.

This commit is contained in:
Jason Felds
2011-05-14 00:57:34 -04:00
parent f4684b8cc3
commit e462049c16
+12 -9
View File
@@ -2584,17 +2584,20 @@ void ScreenEdit::ScrollTo( float fDestinationBeat )
if( !EditIsBeingPressed(b) )
continue;
// create a new hold note
int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
if( GAMESTATE->m_bIsEditorStepTiming )
{
// create a new hold note
int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
// Don't SaveUndo. We want to undo the whole hold, not just the last segment
// that the user made. Dragging the hold bigger can only absorb and remove
// other taps, so dragging won't cause us to exceed the note limit.
TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_ROLL) ? TAP_ORIGINAL_ROLL_HEAD : TAP_ORIGINAL_HOLD_HEAD;
// Don't SaveUndo. We want to undo the whole hold, not just the last segment
// that the user made. Dragging the hold bigger can only absorb and remove
// other taps, so dragging won't cause us to exceed the note limit.
TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_ROLL) ? TAP_ORIGINAL_ROLL_HEAD : TAP_ORIGINAL_HOLD_HEAD;
tn.pn = m_InputPlayerNumber;
m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
tn.pn = m_InputPlayerNumber;
m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
}
}
if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )