diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index f58509caab..ebcc812863 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -90,7 +90,11 @@ void Actor::Draw() // set the world matrix and calculate actor properties, the * 2.0f * D3DX_PI ); break; case spinning: - ASSERT( false ); // ugh. What was here before! + //ASSERT( false ); + // ugh. What was here before! + + // BBF update: This was here before (till revision 1.16): + // nothing special needed break; case vibrating: m_temp_pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom(); diff --git a/stepmania/src/ScreenEz2SelectPlayer.cpp b/stepmania/src/ScreenEz2SelectPlayer.cpp index 6a5a7357cd..ab3648843f 100644 --- a/stepmania/src/ScreenEz2SelectPlayer.cpp +++ b/stepmania/src/ScreenEz2SelectPlayer.cpp @@ -61,7 +61,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer() LOG->WriteLine( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" ); ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart(); ez2_lasttimercheck[1] = 0.0f; - m_iSelectedStyle=0; + m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ? GAMESTATE->m_CurStyle = STYLE_NONE; GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID; @@ -284,7 +284,7 @@ presses the button bound to start void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p ) { //disallow multiple presses of the menu start. - if (m_iSelectedStyle == 0 && p == PLAYER_1 || m_iSelectedStyle == 1 && p == PLAYER_2) + if ( (m_iSelectedStyle == 0 && p == PLAYER_1) || (m_iSelectedStyle == 1 && p == PLAYER_2)) { return; } diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 179db8b57d..48f13e648e 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -167,14 +167,16 @@ ScreenGameplay::ScreenGameplay() m_pLifeMeter[p]->Load( (PlayerNumber)p ); m_pLifeMeter[p]->SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] ); m_frameTop.AddSubActor( m_pLifeMeter[p] ); - + if( GAMESTATE->m_CurGame == GAME_EZ2 ) - { + { + m_pScoreDisplay[p] = new ScoreDisplayNormal; m_pScoreDisplay[p]->SetXY( SCORE_LOCALEZ2_X[p], SCORE_LOCALEZ2_Y[p] ); m_pScoreDisplay[p]->SetZoom( 0.5f ); m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) ); m_frameTop.AddSubActor( m_pScoreDisplay[p] ); } + } // TopFrame goes above LifeMeter @@ -224,29 +226,33 @@ ScreenGameplay::ScreenGameplay() for( p=0; pm_PlayMode ) + if( GAMESTATE->m_CurGame != GAME_EZ2 ) { - case PLAY_MODE_ARCADE: - m_pScoreDisplay[p] = new ScoreDisplayNormal; - break; - case PLAY_MODE_ONI: - case PLAY_MODE_ENDLESS: - m_pScoreDisplay[p] = new ScoreDisplayOni; - break; - default: - ASSERT(0); - } + switch( GAMESTATE->m_PlayMode ) + { + case PLAY_MODE_ARCADE: + m_pScoreDisplay[p] = new ScoreDisplayNormal; + break; + case PLAY_MODE_ONI: + case PLAY_MODE_ENDLESS: + m_pScoreDisplay[p] = new ScoreDisplayOni; + break; + default: + ASSERT(0); + } - m_pScoreDisplay[p]->Init( (PlayerNumber)p ); - m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] ); - m_pScoreDisplay[p]->SetZoom( 0.8f ); - m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) ); - m_frameBottom.AddSubActor( m_pScoreDisplay[p] ); + m_pScoreDisplay[p]->Init( (PlayerNumber)p ); + m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] ); + m_pScoreDisplay[p]->SetZoom( 0.8f ); + m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) ); + m_frameBottom.AddSubActor( m_pScoreDisplay[p] ); + } m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) ); if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) ) continue; + if( GAMESTATE->m_CurGame != GAME_EZ2 ) { m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );