From 11ee54b7246894955cb2f5b7cc13d0bee1f80879 Mon Sep 17 00:00:00 2001 From: poco0317 Date: Sat, 9 Mar 2019 23:17:33 -0600 Subject: [PATCH] Don't make multi start at light speed on uprates --- src/ScreenGameplay.cpp | 24 ++++-------------------- 1 file changed, 4 insertions(+), 20 deletions(-) diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index 71e21e03e6..395cd00c8f 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -1089,30 +1089,14 @@ ScreenGameplay::BeginScreen() SOUND->PlayOnceFromAnnouncer("gameplay intro"); // crowd cheer - // Get the transitions rolling + // Tell multi to do its thing -poco if (GAMESTATE->m_bPlayingMulti && NSMAN->useSMserver) { - // If we're using networking, we must not have any delay. If we do, - // this can cause inconsistency on different computers and - // different themes. - - StartPlayingSong(0, 0); - m_pSoundMusic->Stop(); - - float startOffset = g_fNetStartOffset; - NSMAN->StartRequest(1); + } - RageSoundParams p; - p.m_fSpeed = 1.0f; // Force 1.0 playback speed - p.StopMode = RageSoundParams::M_CONTINUE; - p.m_StartSecond = startOffset; - m_pSoundMusic->SetProperty("AccurateSync", true); - m_pSoundMusic->Play(false, &p); + // Then go + StartPlayingSong(MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC); - UpdateSongPosition(0); - } else { - StartPlayingSong(MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC); - } if (GAMESTATE->m_bPlayingMulti) { this->SetInterval( [this]() {