[splittiming] Compiles and links.

Not guaranteed to work. Adjustments to GameState
and SongPosition may still be needed.
This commit is contained in:
Jason Felds
2011-05-10 14:53:59 -04:00
parent 7fa6620423
commit fb8b387fb7
6 changed files with 48 additions and 48 deletions
+5 -5
View File
@@ -209,7 +209,7 @@ void ScreenHowToPlay::Step()
#define ST_JUMPUD (ST_UP | ST_DOWN)
int iStep = 0;
const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat + 0.6f );
// if we want to miss from here on out, don't process steps.
if( m_iW2s < m_iNumW2s && m_NoteData.IsThereATapAtRow( iNoteRow ) )
{
@@ -230,10 +230,10 @@ void ScreenHowToPlay::Step()
m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f );
m_pmCharacter->StopTweening();
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
m_pmCharacter->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /8, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 90 );
m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_Position.m_fCurBPS * 2) ) ); //sleep between jump-frames
m_pmCharacter->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 0 );
break;
}
@@ -248,7 +248,7 @@ void ScreenHowToPlay::Update( float fDelta )
m_fFakeSecondsIntoSong += fDelta;
static int iLastNoteRowCounted = 0;
int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat );
if( iCurNoteRow != iLastNoteRowCounted &&m_NoteData.IsThereATapAtRow(iCurNoteRow) )
{