sync up hg with the svn code in preparation for sm-ssc v1.0 beta 4; this adds at least one new Lua binding and the WIP warps code (partially-working in quirks mode).

This commit is contained in:
AJ Kelly
2010-05-30 17:03:30 -05:00
parent 317e37fe65
commit f79d6fb365
7 changed files with 98 additions and 59 deletions
+3 -2
View File
@@ -702,7 +702,8 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
float fBeat, fBPS;
bool bFreeze;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze );
int iThrowAway1, iThrowAway2;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway1, iThrowAway2 );
/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
@@ -850,7 +851,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
bool BackgroundImpl::IsDangerAllVisible()
{
/* The players are never in danger in FAIL_OFF. */
// The players are never in danger in FAIL_OFF.
FOREACH_PlayerNumber( p )
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == PlayerOptions::FAIL_OFF )
return false;