[default -> splittiming] Right, forgot this.
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+3
-14
@@ -2156,11 +2156,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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else if( input.type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
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{
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m_textDebug.SetText( GIVE_UP_START_TEXT );
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// todo: un-hardcode commands and move to metrics -aj
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m_textDebug.StopTweening();
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.BeginTweening( 1/8.f );
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.PlayCommand( "StartOn" );
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m_GiveUpTimer.Touch(); // start the timer
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}
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@@ -2187,18 +2183,11 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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else if( PREFSMAN->m_bDelayedBack && input.type==IET_FIRST_PRESS )
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{
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m_textDebug.SetText( GIVE_UP_BACK_TEXT );
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// todo: un-hardcode commands and move to metrics -aj
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m_textDebug.StopTweening();
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.BeginTweening( 1/8.f );
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.PlayCommand( "BackOn" );
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}
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else if( PREFSMAN->m_bDelayedBack && input.type==IET_RELEASE )
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{
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// todo: un-hardcode commands and move to metrics -aj
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 1/8.f );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.PlayCommand( "TweenOff" );
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}
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return;
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