Oi.. So it -had- to want 5 or 10 frames, not 7. Geez! Added blank frames to compensate
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@@ -282,7 +282,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenEvaluation difficulty icons 1x7") );
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m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenEvaluation difficulty icons 1x10") );
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m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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UtilSetXYAndOnCommand( m_DifficultyIcon[p], "ScreenEvaluation" );
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@@ -60,7 +60,7 @@ ScreenSelectDifficultyEX::ScreenSelectDifficultyEX() : ScreenSelect( "ScreenSele
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprDifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x7") );
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m_sprDifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x10") );
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m_sprDifficultyIcon[p].SetX( 200 );
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m_sprDifficultyIcon[p].SetY( 200 );
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@@ -113,7 +113,7 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
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this->AddChild( &m_sprDifficultyFrame[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x7") );
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m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenSelectMusic difficulty icons 1x10") );
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this->AddChild( &m_DifficultyIcon[p] );
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m_AutoGenIcon[p].SetName( ssprintf("AutogenIconP%d",p+1) );
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