Fixed pausing on ScreenGameplay by making GameState have a pause variable and not force the song position forward if the game is paused. Implementing a working pause button that the player can press is left as an exercise for the reader.
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@@ -331,6 +331,7 @@ void GameState::Reset()
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m_SongOptions.Init();
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m_paused= false;
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ResetMusicStatistics();
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ResetStageStatistics();
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AdjustSync::ResetOriginalSyncData();
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@@ -1251,7 +1252,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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* driver, like so: 13.120953,13.130975,13.130975,13.130975,13.140998,...
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* This causes visual stuttering of the arrows. To compensate, keep a
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* RageTimer since the last change. */
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if (fPositionSeconds == m_LastPositionSeconds)
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if(fPositionSeconds == m_LastPositionSeconds && !m_paused)
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fPositionSeconds += m_LastPositionTimer.Ago();
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else
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{
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