From 32129814b763e1d8e1891875a392c77788229e7a Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Wed, 7 Dec 2005 05:16:11 +0000 Subject: [PATCH] Any scroller that has an OnCommand for its parts may want to PositionItems first, not just ScreenSelectMaster's. Also, the position set by this depends on SetNumSubdivisions, which (will be) set by OnCommand, and not set this early. So, use PositionItems manually if wanted. --- stepmania/src/ScreenSelectMaster.cpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/stepmania/src/ScreenSelectMaster.cpp b/stepmania/src/ScreenSelectMaster.cpp index a461620403..09033793cf 100644 --- a/stepmania/src/ScreenSelectMaster.cpp +++ b/stepmania/src/ScreenSelectMaster.cpp @@ -239,15 +239,6 @@ void ScreenSelectMaster::BeginScreen() vpns.push_back( p ); } - // position scroller items so that the items will start from their resting - // position when they execute their OnCommand. - if( SHOW_SCROLLER ) - { - FOREACH( PlayerNumber, vpns, p ) - m_Scroller[*p].PositionItems(); - } - - this->UpdateSelectableChoices(); ScreenSelect::BeginScreen(); @@ -255,7 +246,6 @@ void ScreenSelectMaster::BeginScreen() m_fLockInputSecs = (bool)OVERRIDE_LOCK_INPUT_SECONDS ? LOCK_INPUT_SECONDS : this->GetTweenTimeLeft(); if( m_fLockInputSecs == 0 ) m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load. - } void ScreenSelectMaster::Update( float fDelta )