ok actually fixed roll sound
This commit is contained in:
parent
ece3aed81f
commit
032f6c32ea
|
|
@ -336,7 +336,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
if (end.datamodel.Split(2) == "nightWalkAgb")
|
if (end.datamodel.Split(2) == "nightWalkAgb")
|
||||||
{
|
{
|
||||||
if (end.beat <= entity.beat) tempEnds.Add(end);
|
tempEnds.Add(end);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
List<RiqEntity> tempEnds2 = new();
|
List<RiqEntity> tempEnds2 = new();
|
||||||
|
|
@ -358,7 +358,7 @@ namespace HeavenStudio.Games
|
||||||
double countInBeat = double.MinValue;
|
double countInBeat = double.MinValue;
|
||||||
float countInLength = 0;
|
float countInLength = 0;
|
||||||
FindCountInBeatAndLength(lastSwitchBeat, ref countInBeat, ref countInLength);
|
FindCountInBeatAndLength(lastSwitchBeat, ref countInBeat, ref countInLength);
|
||||||
return entity.beat >= countInBeat + countInLength;
|
return entity.beat >= countInBeat + countInLength && entity.beat >= lastSwitchBeat;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue