[splittiming] Compiles and links.
Not guaranteed to work. Adjustments to GameState and SongPosition may still be needed.
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+6
-6
@@ -958,7 +958,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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int iThrowAway;
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway, fThrowAway2 );
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Actor::SetBGMTime( m_Position.m_fMusicSecondsVisible, m_Position.m_fSongBeatVisible, fPositionSeconds, m_Position.m_fSongBeatNoOffset );
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Actor::SetBGMTime( GAMESTATE->m_fMusicSecondsVisible, GAMESTATE->m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset );
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// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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@@ -2252,11 +2252,11 @@ public:
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DEFINE_METHOD( GetHardestStepsDifficulty, GetHardestStepsDifficulty() )
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DEFINE_METHOD( IsEventMode, IsEventMode() )
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DEFINE_METHOD( GetNumPlayersEnabled, GetNumPlayersEnabled() )
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DEFINE_METHOD( GetSongBeat, m_fSongBeat )
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DEFINE_METHOD( GetSongBeat, m_Position.m_fSongBeat )
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DEFINE_METHOD( GetSongBeatVisible, m_fSongBeatVisible )
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DEFINE_METHOD( GetSongBPS, m_fCurBPS )
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DEFINE_METHOD( GetSongFreeze, m_bFreeze )
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DEFINE_METHOD( GetSongDelay, m_bDelay )
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DEFINE_METHOD( GetSongBPS, m_Position.m_fCurBPS )
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DEFINE_METHOD( GetSongFreeze, m_Position.m_bFreeze )
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DEFINE_METHOD( GetSongDelay, m_Position.m_bDelay )
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DEFINE_METHOD( GetGameplayLeadIn, m_bGameplayLeadIn )
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DEFINE_METHOD( GetCoins, m_iCoins )
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DEFINE_METHOD( IsSideJoined, m_bSideIsJoined[Enum::Check<PlayerNumber>(L, 1)] )
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@@ -2395,7 +2395,7 @@ public:
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static int JoinPlayer( T* p, lua_State *L ) { p->JoinPlayer(Enum::Check<PlayerNumber>(L, 1)); return 0; }
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static int UnjoinPlayer( T* p, lua_State *L ) { p->UnjoinPlayer(Enum::Check<PlayerNumber>(L, 1)); return 0; }
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static int GetSongPercent( T* p, lua_State *L ) { lua_pushnumber(L, p->GetSongPercent(FArg(1))); return 1; }
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DEFINE_METHOD( GetCurMusicSeconds, m_fMusicSeconds )
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DEFINE_METHOD( GetCurMusicSeconds, m_Position.m_fMusicSeconds )
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DEFINE_METHOD( GetWorkoutGoalComplete, m_bWorkoutGoalComplete )
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static int GetCharacter( T* p, lua_State *L ) { p->m_pCurCharacters[Enum::Check<PlayerNumber>(L, 1)]->PushSelf(L); return 1; }
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