fix inactive cues + bg block check (#741)
small oversight, crazy how "- 2" and a single variable can literally stop the game from working
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@ -175,7 +175,7 @@ namespace HeavenStudio.Games
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public override void OnGameSwitch(double beat)
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{
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List<RiqEntity> events = GameManager.instance.Beatmap.Entities.FindAll(e => e.datamodel.Split('/')[0] == "cannery");
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List<RiqEntity> cans = events.FindAll(e => e.datamodel == "cannery/can" && beat > e.beat && beat < e.beat + 1);
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List<RiqEntity> cans = events.FindAll(e => e.datamodel == "cannery/can" && beat > e.beat - 2 && beat < e.beat + 1);
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foreach (var can in cans) {
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SendCan(can.beat);
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}
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@ -189,7 +189,7 @@ namespace HeavenStudio.Games
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}
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RiqEntity bgEvent = events.FindLast(e => e.datamodel == "cannery/backgroundModifiers" && e.beat < beat);
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if (bgEvent != null) {
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var e = alarmEvent;
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var e = bgEvent;
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BackgroundModifiers(e.beat, e.length, e["startSpeed"], e["endSpeed"], e["ease"]);
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} else {
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BackgroundModifiers(0, 0, 10, 10, (int)Util.EasingFunction.Ease.Instant);
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