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).
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-2
@@ -702,7 +702,8 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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float fBeat, fBPS;
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bool bFreeze;
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze );
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int iThrowAway1, iThrowAway2;
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway1, iThrowAway2 );
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/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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@@ -850,7 +851,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
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bool BackgroundImpl::IsDangerAllVisible()
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{
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/* The players are never in danger in FAIL_OFF. */
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// The players are never in danger in FAIL_OFF.
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == PlayerOptions::FAIL_OFF )
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return false;
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