Fix: Crash when playing w/o marvelouses. And show AAA players in rainbow.

This commit is contained in:
Charles Lohr
2004-09-09 05:32:00 +00:00
parent dff8a88542
commit 2dac0c1523
+4 -1
View File
@@ -104,6 +104,8 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
for( int i=0; i<m_iActivePlayers; ++i )
{
m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
if ( NSMAN->m_EvalPlayerData[i].grade < GRADE_TIER_3 ) //Yes, hardcoded (I'd like to leave it that way)
m_textUsers[i].TurnRainbowOn();
ON_COMMAND( m_textUsers[i] );
}
return; //no need to let ScreenEvaluation get ahold of this.
@@ -135,7 +137,8 @@ void ScreenNetEvaluation::UpdateStats()
for (int j=0; j<NETNUMTAPSCORES; ++j)
{
int iNumDigits = (j==max_combo) ? MAX_COMBO_NUM_DIGITS : 4;
m_textJudgeNumbers[j][m_pActivePlayer].SetText( ssprintf( "%*d", iNumDigits, NSMAN->m_EvalPlayerData[m_iCurrentPlayer].tapScores[j] ) );
if (m_textJudgeNumbers[j][m_pActivePlayer].m_pFont != NULL)
m_textJudgeNumbers[j][m_pActivePlayer].SetText( ssprintf( "%*d", iNumDigits, NSMAN->m_EvalPlayerData[m_iCurrentPlayer].tapScores[j] ) );
}
m_textPlayerOptions[m_pActivePlayer].SetText( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].playerOptions );