Bring shadowed variables back from the dark side.

Alright Colby, happy now?
This commit is contained in:
Jason Felds
2011-03-14 02:54:11 -04:00
parent d855d8c7e8
commit e9df4832f6
14 changed files with 62 additions and 64 deletions
+5 -5
View File
@@ -76,23 +76,23 @@ void Foreground::Update( float fDeltaTime )
/* Update the actor even if we're about to hide it, so queued commands
* are always run. */
float fDeltaTime;
float lDeltaTime;
if( !bga.m_bga->GetVisible() )
{
bga.m_bga->SetVisible( true );
const float fStartSecond = m_pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
fDeltaTime = GAMESTATE->m_fMusicSeconds - fStartSecond;
lDeltaTime = GAMESTATE->m_fMusicSeconds - fStartSecond;
}
else
{
fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
lDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
}
// This shouldn't go down, but be safe:
fDeltaTime = max( fDeltaTime, 0 );
lDeltaTime = max( lDeltaTime, 0 );
bga.m_bga->Update( fDeltaTime / fRate );
bga.m_bga->Update( lDeltaTime / fRate );
if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
{