From 059c4a05a803bcaf195e2c89fef7228bbe8b1580 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Wed, 3 Aug 2005 00:49:44 +0000 Subject: [PATCH] remove ScreenPreInitCommand; use ScreenInitCommand --- stepmania/src/ScreenGameplay.cpp | 5 ----- 1 file changed, 5 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index ab58f3066f..c48e97812e 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -62,7 +62,6 @@ #define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth") #define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str())) #define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used -#define PRE_INIT_COMMAND THEME->GetMetricA(m_sName,"ScreenPreInitCommand") static ThemeMetric INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness"); static ThemeMetric SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments"); @@ -114,10 +113,6 @@ ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName) void ScreenGameplay::Init() { - // Experimental: run a pre-command on the screen itself, to allow setting up - // state before initializing actors. - this->RunCommands( PRE_INIT_COMMAND ); - ScreenWithMenuElements::Init(); /* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the