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
+4 -3
View File
@@ -240,7 +240,6 @@ void GameState::ResetPlayer( PlayerNumber pn )
m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
}
//static Preference<bool> g_bMultiplayer( "Multiplayer", false );
void GameState::Reset()
{
m_MasterPlayerNumber = PLAYER_INVALID; // must initialize for UnjoinPlayer
@@ -895,8 +894,8 @@ void GameState::ResetMusicStatistics()
//m_bStop = false;
m_bFreeze = false;
m_bDelay = false;
//m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
//m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj
m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj
m_fMusicSecondsVisible = 0;
m_fSongBeatVisible = 0;
Actor::SetBGMTime( 0, 0, 0, 0 );
@@ -951,8 +950,10 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
m_LastBeatUpdate.Touch();
// xxx testing: only do this on monotune survivor
/*
if( m_pCurSong && m_pCurSong->GetDisplayFullTitle() == "monotune survivor" )
LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) );
*/
//timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_iWarpEndRow );
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay );