show per-diffculty award on Eval screen every time it's received (not just the first time)

clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
This commit is contained in:
Chris Danford
2004-03-20 02:59:08 +00:00
parent b6e2805cd5
commit 2929bacb08
25 changed files with 273 additions and 276 deletions
+5 -5
View File
@@ -432,7 +432,7 @@ void ScreenGameplay::Init()
m_textSongTitle.LoadFromFont( THEME->GetPathToF("ScreenGameplay song title") );
m_textSongTitle.EnableShadow( false );
m_textSongTitle.SetShadowLength( 0 );
m_textSongTitle.SetName( "SongTitle" );
SET_XY( m_textSongTitle );
this->AddChild( &m_textSongTitle );
@@ -515,7 +515,7 @@ void ScreenGameplay::Init()
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenGameplay song num") );
m_textCourseSongNumber[p].EnableShadow( false );
m_textCourseSongNumber[p].SetShadowLength( 0 );
m_textCourseSongNumber[p].SetName( ssprintf("SongNumberP%d%s",p+1,bExtra?"Extra":"") );
SET_XY( m_textCourseSongNumber[p] );
m_textCourseSongNumber[p].SetText( "" );
@@ -580,14 +580,14 @@ void ScreenGameplay::Init()
continue;
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathToF("ScreenGameplay player options") );
m_textPlayerOptions[p].EnableShadow( false );
m_textPlayerOptions[p].SetShadowLength( 0 );
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d%s",p+1,bExtra?"Extra":"") );
SET_XY( m_textPlayerOptions[p] );
this->AddChild( &m_textPlayerOptions[p] );
}
m_textSongOptions.LoadFromFont( THEME->GetPathToF("ScreenGameplay song options") );
m_textSongOptions.EnableShadow( false );
m_textSongOptions.SetShadowLength( 0 );
m_textSongOptions.SetName( ssprintf("SongOptions%s",bExtra?"Extra":"") );
SET_XY( m_textSongOptions );
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
@@ -710,7 +710,7 @@ void ScreenGameplay::Init()
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
{
m_textSurviveTime.LoadFromFont( THEME->GetPathToF("ScreenGameplay survive time") );
m_textSurviveTime.EnableShadow( false );
m_textSurviveTime.SetShadowLength( 0 );
m_textSurviveTime.SetName( "SurviveTime" );
SET_XY( m_textSurviveTime );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );