[splittiming] No more holds/rolls on Song Timing.
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+12
-9
@@ -2584,17 +2584,20 @@ void ScreenEdit::ScrollTo( float fDestinationBeat )
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if( !EditIsBeingPressed(b) )
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continue;
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// create a new hold note
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int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
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int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
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if( GAMESTATE->m_bIsEditorStepTiming )
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{
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// create a new hold note
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int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
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int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
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// Don't SaveUndo. We want to undo the whole hold, not just the last segment
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// that the user made. Dragging the hold bigger can only absorb and remove
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// other taps, so dragging won't cause us to exceed the note limit.
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TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_ROLL) ? TAP_ORIGINAL_ROLL_HEAD : TAP_ORIGINAL_HOLD_HEAD;
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// Don't SaveUndo. We want to undo the whole hold, not just the last segment
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// that the user made. Dragging the hold bigger can only absorb and remove
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// other taps, so dragging won't cause us to exceed the note limit.
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TapNote tn = EditIsBeingPressed(EDIT_BUTTON_LAY_ROLL) ? TAP_ORIGINAL_ROLL_HEAD : TAP_ORIGINAL_HOLD_HEAD;
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tn.pn = m_InputPlayerNumber;
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
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tn.pn = m_InputPlayerNumber;
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
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}
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}
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if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
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