Add win/lose BGAnimations

Clean up Attack data structures
This commit is contained in:
Chris Danford
2003-04-14 22:12:54 +00:00
parent da117055a5
commit 44598724ce
12 changed files with 119 additions and 94 deletions
+4 -4
View File
@@ -64,17 +64,17 @@ void ActiveItemList::Update( float fDelta )
if( (int)fNowSeconds != (int)fLastSeconds )
{
GameState::ActiveAttack* sActiveAttacks = GAMESTATE->m_ActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
GameState::Attack* sActiveAttacks = GAMESTATE->m_ActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
GameState::ActiveAttack& aa = sActiveAttacks[s];
GameState::Attack& a = sActiveAttacks[s];
CString sDisplayText = aa.sModifier;
CString sDisplayText = a.sModifier;
if( sDisplayText == "" )
m_text[s].SetText( "" );
else
{
int iDisplaySecondsLeft = (int)(aa.fSecsRemaining+1);
int iDisplaySecondsLeft = (int)(a.fSecsRemaining+1);
m_text[s].SetText( ssprintf("%s %02d:%02d", sDisplayText.GetString(), iDisplaySecondsLeft/60, iDisplaySecondsLeft%60) );
}
}