[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
+8 -8
View File
@@ -191,7 +191,7 @@ void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
m_sStepCircle[pn][isc].StopEffect(); m_sStepCircle[pn][isc].StopEffect();
m_sStepCircle[pn][isc].SetZoom( 2 ); m_sStepCircle[pn][isc].SetZoom( 2 );
m_sStepCircle[pn][isc].StopTweening(); m_sStepCircle[pn][isc].StopTweening();
m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_fCurBPS/3, TWEEN_LINEAR ); m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_Position.m_fCurBPS/3, TWEEN_LINEAR );
m_sStepCircle[pn][isc].SetZoom( 0 ); m_sStepCircle[pn][isc].SetZoom( 0 );
} }
@@ -318,19 +318,19 @@ void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
ShowStepCircle( pn, ST_DOWN ); ShowStepCircle( pn, ST_DOWN );
m_pDancer[pn]->StopTweening(); m_pDancer[pn]->StopTweening();
m_pDancer[pn]->PlayAnimation( "Step-JUMPLR", 1.5f ); m_pDancer[pn]->PlayAnimation( "Step-JUMPLR", 1.5f );
m_pDancer[pn]->BeginTweening( GAMESTATE->m_fCurBPS/8, TWEEN_LINEAR ); m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS/8, TWEEN_LINEAR );
m_pDancer[pn]->SetRotationY( 90 ); m_pDancer[pn]->SetRotationY( 90 );
m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_fCurBPS * 2) ); //sleep between jump-frames m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_Position.m_fCurBPS * 2) ); //sleep between jump-frames
m_pDancer[pn]->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR ); m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
m_pDancer[pn]->SetRotationY( 0 ); m_pDancer[pn]->SetRotationY( 0 );
break; break;
} }
m_sFlash.StopEffect(); m_sFlash.StopEffect();
m_sFlash.StopTweening(); m_sFlash.StopTweening();
m_sFlash.Sleep( GAMESTATE->m_fCurBPS/16 ); m_sFlash.Sleep( GAMESTATE->m_Position.m_fCurBPS/16 );
m_sFlash.SetDiffuseAlpha( 1 ); m_sFlash.SetDiffuseAlpha( 1 );
m_sFlash.BeginTweening( 1/GAMESTATE->m_fCurBPS * 0.5f ); m_sFlash.BeginTweening( 1/GAMESTATE->m_Position.m_fCurBPS * 0.5f );
m_sFlash.SetDiffuseAlpha( 0 ); m_sFlash.SetDiffuseAlpha( 0 );
} }
@@ -340,7 +340,7 @@ void BeginnerHelper::Update( float fDeltaTime )
return; return;
// the row we want to check on this update // the row we want to check on this update
int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.4f ); int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat + 0.4f );
FOREACH_EnabledPlayer( pn ) FOREACH_EnabledPlayer( pn )
{ {
for( int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++ ) for( int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++ )
@@ -369,7 +369,7 @@ void BeginnerHelper::Update( float fDeltaTime )
m_pDancePad->Update( fDeltaTime ); m_pDancePad->Update( fDeltaTime );
m_sFlash.Update( fDeltaTime ); m_sFlash.Update( fDeltaTime );
float beat = fDeltaTime*GAMESTATE->m_fCurBPS; float beat = fDeltaTime*GAMESTATE->m_Position.m_fCurBPS;
// If this is not a human player, the dancer is not shown // If this is not a human player, the dancer is not shown
FOREACH_HumanPlayer( pu ) FOREACH_HumanPlayer( pu )
{ {
+12 -12
View File
@@ -201,7 +201,7 @@ static void StartMusic( MusicToPlay &ToPlay )
{ {
/* This song has no real timing data. The offset is arbitrary. Change it so /* This song has no real timing data. The offset is arbitrary. Change it so
* the beat will line up to where we are now, so we don't have to delay. */ * the beat will line up to where we are now, so we don't have to delay. */
float fDestBeat = fmodfp( GAMESTATE->m_fSongBeatNoOffset, 1 ); float fDestBeat = fmodfp( GAMESTATE->m_Position.m_fSongBeatNoOffset, 1 );
float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeatNoOffset( fDestBeat ); float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeatNoOffset( fDestBeat );
NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime; NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime;
@@ -223,7 +223,7 @@ static void StartMusic( MusicToPlay &ToPlay )
* common when starting a precached sound, but our sound isn't, so it'll * common when starting a precached sound, but our sound isn't, so it'll
* probably take a little longer. Nudge the latency up. */ * probably take a little longer. Nudge the latency up. */
const float fPresumedLatency = SOUNDMAN->GetPlayLatency() + 0.040f; const float fPresumedLatency = SOUNDMAN->GetPlayLatency() + 0.040f;
const float fCurSecond = GAMESTATE->m_fMusicSeconds + fPresumedLatency; const float fCurSecond = GAMESTATE->m_Position.m_fMusicSeconds + fPresumedLatency;
const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond ); const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTimeNoOffset( fCurSecond );
/* The beat that the new sound will start on. */ /* The beat that the new sound will start on. */
@@ -236,9 +236,9 @@ static void StartMusic( MusicToPlay &ToPlay )
const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeatNoOffset( fCurBeatToStartOn ); const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeatNoOffset( fCurBeatToStartOn );
const float fMaximumDistance = 2; const float fMaximumDistance = 2;
const float fDistance = min( fSecondToStartOn - GAMESTATE->m_fMusicSeconds, fMaximumDistance ); const float fDistance = min( fSecondToStartOn - GAMESTATE->m_Position.m_fMusicSeconds, fMaximumDistance );
when = GAMESTATE->m_LastBeatUpdate + fDistance; when = GAMESTATE->m_Position.m_LastBeatUpdate + fDistance;
} }
/* Important: don't hold the mutex while we load and seek the actual sound. */ /* Important: don't hold the mutex while we load and seek the actual sound. */
@@ -552,8 +552,8 @@ void GameSoundManager::Update( float fDeltaTime )
if( !g_Playing->m_Music->IsPlaying() ) if( !g_Playing->m_Music->IsPlaying() )
{ {
/* There's no song playing. Fake it. */ /* There's no song playing. Fake it. */
CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_fMusicSeconds, fDeltaTime) ); CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_Position.m_fMusicSeconds, fDeltaTime) );
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing ); GAMESTATE->UpdateSongPosition( GAMESTATE->m_Position.m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
return; return;
} }
@@ -570,8 +570,8 @@ void GameSoundManager::Update( float fDeltaTime )
// //
if( PREFSMAN->m_bLogSkips && !g_Playing->m_bTimingDelayed ) if( PREFSMAN->m_bLogSkips && !g_Playing->m_bTimingDelayed )
{ {
const float fExpectedTimePassed = (tm - GAMESTATE->m_LastBeatUpdate) * g_Playing->m_Music->GetPlaybackRate(); const float fExpectedTimePassed = (tm - GAMESTATE->m_Position.m_LastBeatUpdate) * g_Playing->m_Music->GetPlaybackRate();
const float fSoundTimePassed = fSeconds - GAMESTATE->m_fMusicSeconds; const float fSoundTimePassed = fSeconds - GAMESTATE->m_Position.m_fMusicSeconds;
const float fDiff = fExpectedTimePassed - fSoundTimePassed; const float fDiff = fExpectedTimePassed - fSoundTimePassed;
static RString sLastFile = ""; static RString sLastFile = "";
@@ -580,7 +580,7 @@ void GameSoundManager::Update( float fDeltaTime )
/* If fSoundTimePassed < 0, the sound has probably looped. */ /* If fSoundTimePassed < 0, the sound has probably looped. */
if( sLastFile == ThisFile && fSoundTimePassed >= 0 && fabsf(fDiff) > 0.003f ) if( sLastFile == ThisFile && fSoundTimePassed >= 0 && fabsf(fDiff) > 0.003f )
LOG->Trace("Song position skip in %s: expected %.3f, got %.3f (cur %f, prev %f) (%.3f difference)", LOG->Trace("Song position skip in %s: expected %.3f, got %.3f (cur %f, prev %f) (%.3f difference)",
Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_fMusicSeconds, fDiff ); Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_Position.m_fMusicSeconds, fDiff );
sLastFile = ThisFile; sLastFile = ThisFile;
} }
@@ -599,7 +599,7 @@ void GameSoundManager::Update( float fDeltaTime )
{ {
/* We're still waiting for the new sound to start playing, so keep using the /* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */ * old timing data and fake the time. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing ); GAMESTATE->UpdateSongPosition( GAMESTATE->m_Position.m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
} }
else else
{ {
@@ -614,7 +614,7 @@ void GameSoundManager::Update( float fDeltaTime )
{ {
static int iBeatLastCrossed = 0; static int iBeatLastCrossed = 0;
float fSongBeat = GAMESTATE->m_fSongBeat; float fSongBeat = GAMESTATE->m_Position.m_fSongBeat;
int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow ); iRowNow = max( 0, iRowNow );
@@ -638,7 +638,7 @@ void GameSoundManager::Update( float fDeltaTime )
NoteData &lights = g_Playing->m_Lights; NoteData &lights = g_Playing->m_Lights;
if( lights.GetNumTracks() > 0 ) // lights data was loaded if( lights.GetNumTracks() > 0 ) // lights data was loaded
{ {
const float fSongBeat = GAMESTATE->m_fLightSongBeat; const float fSongBeat = GAMESTATE->m_Position.m_fLightSongBeat;
const int iSongRow = BeatToNoteRowNotRounded( fSongBeat ); const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0; static int iRowLastCrossed = 0;
+6 -6
View File
@@ -958,7 +958,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
int iThrowAway; int iThrowAway;
timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway, fThrowAway2 ); timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway, fThrowAway2 );
Actor::SetBGMTime( m_Position.m_fMusicSecondsVisible, m_Position.m_fSongBeatVisible, fPositionSeconds, m_Position.m_fSongBeatNoOffset ); Actor::SetBGMTime( GAMESTATE->m_fMusicSecondsVisible, GAMESTATE->m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset );
// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze ); // LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
} }
@@ -2252,11 +2252,11 @@ public:
DEFINE_METHOD( GetHardestStepsDifficulty, GetHardestStepsDifficulty() ) DEFINE_METHOD( GetHardestStepsDifficulty, GetHardestStepsDifficulty() )
DEFINE_METHOD( IsEventMode, IsEventMode() ) DEFINE_METHOD( IsEventMode, IsEventMode() )
DEFINE_METHOD( GetNumPlayersEnabled, GetNumPlayersEnabled() ) DEFINE_METHOD( GetNumPlayersEnabled, GetNumPlayersEnabled() )
DEFINE_METHOD( GetSongBeat, m_fSongBeat ) DEFINE_METHOD( GetSongBeat, m_Position.m_fSongBeat )
DEFINE_METHOD( GetSongBeatVisible, m_fSongBeatVisible ) DEFINE_METHOD( GetSongBeatVisible, m_fSongBeatVisible )
DEFINE_METHOD( GetSongBPS, m_fCurBPS ) DEFINE_METHOD( GetSongBPS, m_Position.m_fCurBPS )
DEFINE_METHOD( GetSongFreeze, m_bFreeze ) DEFINE_METHOD( GetSongFreeze, m_Position.m_bFreeze )
DEFINE_METHOD( GetSongDelay, m_bDelay ) DEFINE_METHOD( GetSongDelay, m_Position.m_bDelay )
DEFINE_METHOD( GetGameplayLeadIn, m_bGameplayLeadIn ) DEFINE_METHOD( GetGameplayLeadIn, m_bGameplayLeadIn )
DEFINE_METHOD( GetCoins, m_iCoins ) DEFINE_METHOD( GetCoins, m_iCoins )
DEFINE_METHOD( IsSideJoined, m_bSideIsJoined[Enum::Check<PlayerNumber>(L, 1)] ) DEFINE_METHOD( IsSideJoined, m_bSideIsJoined[Enum::Check<PlayerNumber>(L, 1)] )
@@ -2395,7 +2395,7 @@ public:
static int JoinPlayer( T* p, lua_State *L ) { p->JoinPlayer(Enum::Check<PlayerNumber>(L, 1)); return 0; } static int JoinPlayer( T* p, lua_State *L ) { p->JoinPlayer(Enum::Check<PlayerNumber>(L, 1)); return 0; }
static int UnjoinPlayer( T* p, lua_State *L ) { p->UnjoinPlayer(Enum::Check<PlayerNumber>(L, 1)); return 0; } static int UnjoinPlayer( T* p, lua_State *L ) { p->UnjoinPlayer(Enum::Check<PlayerNumber>(L, 1)); return 0; }
static int GetSongPercent( T* p, lua_State *L ) { lua_pushnumber(L, p->GetSongPercent(FArg(1))); return 1; } static int GetSongPercent( T* p, lua_State *L ) { lua_pushnumber(L, p->GetSongPercent(FArg(1))); return 1; }
DEFINE_METHOD( GetCurMusicSeconds, m_fMusicSeconds ) DEFINE_METHOD( GetCurMusicSeconds, m_Position.m_fMusicSeconds )
DEFINE_METHOD( GetWorkoutGoalComplete, m_bWorkoutGoalComplete ) DEFINE_METHOD( GetWorkoutGoalComplete, m_bWorkoutGoalComplete )
static int GetCharacter( T* p, lua_State *L ) { p->m_pCurCharacters[Enum::Check<PlayerNumber>(L, 1)]->PushSelf(L); return 1; } static int GetCharacter( T* p, lua_State *L ) { p->m_pCurCharacters[Enum::Check<PlayerNumber>(L, 1)]->PushSelf(L); return 1; }
+5 -5
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@@ -25,7 +25,7 @@ void GameplayAssist::PlayTicks( const NoteData &nd )
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds * will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to * ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */ * come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds; float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f; fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const TimingData &timing = GAMESTATE->m_pCurSong->m_SongTiming; const TimingData &timing = GAMESTATE->m_pCurSong->m_SongTiming;
const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds ); const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
@@ -47,11 +47,11 @@ void GameplayAssist::PlayTicks( const NoteData &nd )
{ {
const float fTickBeat = NoteRowToBeat( iClapRow ); const float fTickBeat = NoteRowToBeat( iClapRow );
const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat ); const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds; float fSecondsUntil = fTickSecond - GAMESTATE->m_Position.m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */ fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p; RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS); p.m_StartTime = GAMESTATE->m_Position.m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistClap.Play( &p ); m_soundAssistClap.Play( &p );
} }
} }
@@ -83,11 +83,11 @@ void GameplayAssist::PlayTicks( const NoteData &nd )
{ {
const float fTickBeat = NoteRowToBeat( iMetronomeRow ); const float fTickBeat = NoteRowToBeat( iMetronomeRow );
const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat ); const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds; float fSecondsUntil = fTickSecond - GAMESTATE->m_Position.m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */ fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p; RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS); p.m_StartTime = GAMESTATE->m_Position.m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
if( bIsMeasure ) if( bIsMeasure )
m_soundAssistMetronomeMeasure.Play( &p ); m_soundAssistMetronomeMeasure.Play( &p );
else else
+12 -12
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@@ -1347,10 +1347,10 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
m_pSoundMusic->Pause( true ); m_pSoundMusic->Pause( true );
/* Make sure GAMESTATE->m_fMusicSeconds is set up. */ /* Make sure GAMESTATE->m_fMusicSeconds is set up. */
GAMESTATE->m_fMusicSeconds = -5000; GAMESTATE->m_Position.m_fMusicSeconds = -5000;
UpdateSongPosition(0); UpdateSongPosition(0);
ASSERT( GAMESTATE->m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */ ASSERT( GAMESTATE->m_Position.m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
} }
@@ -1405,7 +1405,7 @@ void ScreenGameplay::PlayAnnouncer( RString type, float fSeconds )
if( m_DancingState != STATE_DANCING ) if( m_DancingState != STATE_DANCING )
return; return;
if( GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes if( GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat ) GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat )
return; return;
if( m_fTimeSinceLastDancingComment < fSeconds ) if( m_fTimeSinceLastDancingComment < fSeconds )
@@ -1687,7 +1687,7 @@ void ScreenGameplay::Update( float fDeltaTime )
// update fGameplaySeconds // update fGameplaySeconds
STATSMAN->m_CurStageStats.m_fGameplaySeconds += fUnscaledDeltaTime; STATSMAN->m_CurStageStats.m_fGameplaySeconds += fUnscaledDeltaTime;
if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat ) if( GAMESTATE->m_Position.m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
{ {
STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime; STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime;
@@ -1707,7 +1707,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( bAllReallyFailed ) if( bAllReallyFailed )
fSecondsToStartTransitioningOut += BEGIN_FAILED_DELAY; fSecondsToStartTransitioningOut += BEGIN_FAILED_DELAY;
if( GAMESTATE->m_fMusicSeconds >= fSecondsToStartTransitioningOut && !m_NextSong.IsTransitioning() ) if( GAMESTATE->m_Position.m_fMusicSeconds >= fSecondsToStartTransitioningOut && !m_NextSong.IsTransitioning() )
this->PostScreenMessage( SM_NotesEnded, 0 ); this->PostScreenMessage( SM_NotesEnded, 0 );
} }
@@ -1843,8 +1843,8 @@ void ScreenGameplay::Update( float fDeltaTime )
float ScreenGameplay::GetHasteRate() float ScreenGameplay::GetHasteRate()
{ {
if( GAMESTATE->m_fMusicSeconds < GAMESTATE->m_fLastHasteUpdateMusicSeconds || // new song if( GAMESTATE->m_Position.m_fMusicSeconds < GAMESTATE->m_fLastHasteUpdateMusicSeconds || // new song
GAMESTATE->m_fMusicSeconds > GAMESTATE->m_fLastHasteUpdateMusicSeconds + 4 ) GAMESTATE->m_Position.m_fMusicSeconds > GAMESTATE->m_fLastHasteUpdateMusicSeconds + 4 )
{ {
bool bAnyPlayerHitAllNotes = false; bool bAnyPlayerHitAllNotes = false;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
@@ -1865,7 +1865,7 @@ float ScreenGameplay::GetHasteRate()
GAMESTATE->m_fHasteRate += 0.1f; GAMESTATE->m_fHasteRate += 0.1f;
CLAMP( GAMESTATE->m_fHasteRate, -1.0f, +1.0f ); CLAMP( GAMESTATE->m_fHasteRate, -1.0f, +1.0f );
GAMESTATE->m_fLastHasteUpdateMusicSeconds = GAMESTATE->m_fMusicSeconds; GAMESTATE->m_fLastHasteUpdateMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
} }
/* If the life meter is less than half full, push the haste rate down to let /* If the life meter is less than half full, push the haste rate down to let
@@ -1914,7 +1914,7 @@ void ScreenGameplay::UpdateLights()
ZERO( bBlinkGameButton ); ZERO( bBlinkGameButton );
bool bCrossedABeat = false; bool bCrossedABeat = false;
{ {
const float fSongBeat = GAMESTATE->m_fLightSongBeat; const float fSongBeat = GAMESTATE->m_Position.m_fLightSongBeat;
const int iSongRow = BeatToNoteRowNotRounded( fSongBeat ); const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0; static int iRowLastCrossed = 0;
@@ -1968,7 +1968,7 @@ void ScreenGameplay::UpdateLights()
} }
// Before the first beat of the song, all cabinet lights solid on (except for menu buttons). // Before the first beat of the song, all cabinet lights solid on (except for menu buttons).
bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat); bool bOverrideCabinetBlink = (GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat);
FOREACH_CabinetLight( cl ) FOREACH_CabinetLight( cl )
bBlinkCabinetLight[cl] |= bOverrideCabinetBlink; bBlinkCabinetLight[cl] |= bOverrideCabinetBlink;
@@ -1994,7 +1994,7 @@ void ScreenGameplay::SendCrossedMessages()
{ {
static int iRowLastCrossed = 0; static int iRowLastCrossed = 0;
float fPositionSeconds = GAMESTATE->m_fMusicSeconds; float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds ); float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
@@ -2032,7 +2032,7 @@ void ScreenGameplay::SendCrossedMessages()
{ {
float fNoteWillCrossInSeconds = MESSAGE_SPACING_SECONDS * i; float fNoteWillCrossInSeconds = MESSAGE_SPACING_SECONDS * i;
float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fNoteWillCrossInSeconds; float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds + fNoteWillCrossInSeconds;
float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds ); float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat ); int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
+5 -5
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@@ -209,7 +209,7 @@ void ScreenHowToPlay::Step()
#define ST_JUMPUD (ST_UP | ST_DOWN) #define ST_JUMPUD (ST_UP | ST_DOWN)
int iStep = 0; 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 we want to miss from here on out, don't process steps.
if( m_iW2s < m_iNumW2s && m_NoteData.IsThereATapAtRow( iNoteRow ) ) 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->PlayAnimation( "Step-JUMPLR", 1.8f );
m_pmCharacter->StopTweening(); 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->SetRotationY( 90 );
m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_Position.m_fCurBPS * 2) ) ); //sleep between jump-frames
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR ); m_pmCharacter->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 0 ); m_pmCharacter->SetRotationY( 0 );
break; break;
} }
@@ -248,7 +248,7 @@ void ScreenHowToPlay::Update( float fDelta )
m_fFakeSecondsIntoSong += fDelta; m_fFakeSecondsIntoSong += fDelta;
static int iLastNoteRowCounted = 0; 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) ) if( iCurNoteRow != iLastNoteRowCounted &&m_NoteData.IsThereATapAtRow(iCurNoteRow) )
{ {