have ComboGraph obey screen fallback logic

This commit is contained in:
Chris Danford
2005-02-15 21:47:30 +00:00
parent 6d14988b8a
commit 3ccb1f7e01
3 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -451,7 +451,7 @@ void ScreenEvaluation::Init()
FOREACH_EnabledPlayer( p )
{
m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) );
m_Combo[p].Load( ssprintf(m_sName+" combo p%i", p+1), stageStats, p );
m_Combo[p].Load( m_sName, ssprintf("combo p%i",p+1), stageStats, p );
SET_XY_AND_ON_COMMAND( m_Combo[p] );
this->AddChild( &m_Combo[p] );