Fixed an infinite loop on beatmaps starting at time 0. (blame: 18e57fd
)
There's probably a better fix, though... Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@ -271,7 +271,7 @@ public class Game extends BasicGameState {
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float dimLevel = Options.getBackgroundDim();
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if (trackPosition < firstObjectTime) {
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if (timeDiff < approachTime)
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dimLevel += (1f - dimLevel) * ((float) timeDiff / Math.min(approachTime, firstObjectTime));
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dimLevel += (1f - dimLevel) * ((float) timeDiff / approachTime);
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else
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dimLevel = 1f;
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}
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@ -301,7 +301,7 @@ public class Game extends BasicGameState {
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timeDiff = firstObjectTime - trackPosition;
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if (timeDiff < approachTime) {
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float[] xy = gameObjects[0].getPointAt(trackPosition);
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autoXY = getPointAt(autoMouseX, autoMouseY, xy[0], xy[1], 1f - ((float) timeDiff / Math.min(approachTime, firstObjectTime)));
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autoXY = getPointAt(autoMouseX, autoMouseY, xy[0], xy[1], 1f - ((float) timeDiff / approachTime));
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}
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} else if (objectIndex < beatmap.objects.length) {
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// normal object
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