fix backwards, add test
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@@ -334,12 +334,12 @@ void Player::Init(
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m_Combo.Load( THEME->GetPathG(sType,"combo") );
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m_Combo.Load( THEME->GetPathG(sType,"combo") );
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m_Combo->SetName( "Combo" );
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m_Combo->SetName( "Combo" );
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m_pActorWithJudgmentPosition = &*m_pJudgment;
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m_pActorWithComboPosition = &*m_Combo;
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this->AddChild( m_Combo );
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this->AddChild( m_Combo );
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m_pJudgment.Load( THEME->GetPathG(sType,"judgment") );
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m_pJudgment.Load( THEME->GetPathG(sType,"judgment") );
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m_pJudgment->SetName( "Judgment" );
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m_pJudgment->SetName( "Judgment" );
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m_pActorWithComboPosition = &*m_Combo;
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m_pActorWithJudgmentPosition = &*m_pJudgment;
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this->AddChild( m_pJudgment );
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this->AddChild( m_pJudgment );
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}
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}
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@@ -581,7 +581,8 @@ void Player::Update( float fDeltaTime )
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float fNoteFieldZoom = 1 - fTinyPercent*0.5f;
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float fNoteFieldZoom = 1 - fTinyPercent*0.5f;
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if( m_pNoteField )
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if( m_pNoteField )
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m_pNoteField->SetZoom( fNoteFieldZoom );
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m_pNoteField->SetZoom( fNoteFieldZoom );
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m_pActorWithJudgmentPosition->SetZoom( m_pActorWithJudgmentPosition->GetZoom() * fJudgmentZoom );
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if( m_pActorWithJudgmentPosition != NULL )
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m_pActorWithJudgmentPosition->SetZoom( m_pActorWithJudgmentPosition->GetZoom() * fJudgmentZoom );
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// If we're paused, don't update tap or hold note logic, so hold notes can be released
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// If we're paused, don't update tap or hold note logic, so hold notes can be released
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// during pause.
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// during pause.
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