[splittiming] Compiles and links.
Not guaranteed to work. Adjustments to GameState and SongPosition may still be needed.
This commit is contained in:
+12
-12
@@ -1347,10 +1347,10 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
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m_pSoundMusic->Pause( true );
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/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
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GAMESTATE->m_fMusicSeconds = -5000;
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GAMESTATE->m_Position.m_fMusicSeconds = -5000;
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UpdateSongPosition(0);
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ASSERT( GAMESTATE->m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
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ASSERT( GAMESTATE->m_Position.m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
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}
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@@ -1405,7 +1405,7 @@ void ScreenGameplay::PlayAnnouncer( RString type, float fSeconds )
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if( m_DancingState != STATE_DANCING )
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return;
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if( GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
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GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat )
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GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat )
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return;
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if( m_fTimeSinceLastDancingComment < fSeconds )
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@@ -1687,7 +1687,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update fGameplaySeconds
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STATSMAN->m_CurStageStats.m_fGameplaySeconds += fUnscaledDeltaTime;
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if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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if( GAMESTATE->m_Position.m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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{
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STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime;
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@@ -1707,7 +1707,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( bAllReallyFailed )
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fSecondsToStartTransitioningOut += BEGIN_FAILED_DELAY;
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if( GAMESTATE->m_fMusicSeconds >= fSecondsToStartTransitioningOut && !m_NextSong.IsTransitioning() )
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if( GAMESTATE->m_Position.m_fMusicSeconds >= fSecondsToStartTransitioningOut && !m_NextSong.IsTransitioning() )
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this->PostScreenMessage( SM_NotesEnded, 0 );
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}
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@@ -1843,8 +1843,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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float ScreenGameplay::GetHasteRate()
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{
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if( GAMESTATE->m_fMusicSeconds < GAMESTATE->m_fLastHasteUpdateMusicSeconds || // new song
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GAMESTATE->m_fMusicSeconds > GAMESTATE->m_fLastHasteUpdateMusicSeconds + 4 )
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if( GAMESTATE->m_Position.m_fMusicSeconds < GAMESTATE->m_fLastHasteUpdateMusicSeconds || // new song
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GAMESTATE->m_Position.m_fMusicSeconds > GAMESTATE->m_fLastHasteUpdateMusicSeconds + 4 )
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{
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bool bAnyPlayerHitAllNotes = false;
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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@@ -1865,7 +1865,7 @@ float ScreenGameplay::GetHasteRate()
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GAMESTATE->m_fHasteRate += 0.1f;
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CLAMP( GAMESTATE->m_fHasteRate, -1.0f, +1.0f );
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GAMESTATE->m_fLastHasteUpdateMusicSeconds = GAMESTATE->m_fMusicSeconds;
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GAMESTATE->m_fLastHasteUpdateMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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}
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/* If the life meter is less than half full, push the haste rate down to let
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@@ -1914,7 +1914,7 @@ void ScreenGameplay::UpdateLights()
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ZERO( bBlinkGameButton );
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bool bCrossedABeat = false;
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{
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const float fSongBeat = GAMESTATE->m_fLightSongBeat;
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const float fSongBeat = GAMESTATE->m_Position.m_fLightSongBeat;
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const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
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static int iRowLastCrossed = 0;
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@@ -1968,7 +1968,7 @@ void ScreenGameplay::UpdateLights()
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}
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// Before the first beat of the song, all cabinet lights solid on (except for menu buttons).
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bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat);
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bool bOverrideCabinetBlink = (GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat);
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FOREACH_CabinetLight( cl )
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bBlinkCabinetLight[cl] |= bOverrideCabinetBlink;
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@@ -1994,7 +1994,7 @@ void ScreenGameplay::SendCrossedMessages()
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{
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static int iRowLastCrossed = 0;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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@@ -2032,7 +2032,7 @@ void ScreenGameplay::SendCrossedMessages()
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{
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float fNoteWillCrossInSeconds = MESSAGE_SPACING_SECONDS * i;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fNoteWillCrossInSeconds;
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float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds + fNoteWillCrossInSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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