fixed a few bugs (thanks glenn) and a little cleanup
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@@ -25,6 +25,9 @@ ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
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PointsUntilNextUnlock.LoadFromFont( THEME->GetPathToF("Common normal") );
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PointsUntilNextUnlock.SetHorizAlign( Actor::align_left );
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// get unlock data first
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// GAMESTATE->m_pUnlockingSys->LoadFromDATFile("Data\\MemCard.ini");
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CString sDP = ssprintf( "%d", (int)GAMESTATE->m_pUnlockingSys->DancePointsUntilNextUnlock() );
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CString sAP = ssprintf( "%d", (int)GAMESTATE->m_pUnlockingSys->ArcadePointsUntilNextUnlock() );
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CString sSP = ssprintf( "%d", (int)GAMESTATE->m_pUnlockingSys->SongPointsUntilNextUnlock() );
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@@ -59,10 +62,6 @@ ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
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this->AddChild(&Unlocks[i]);
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}
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// No negative numbers
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if( sDP.Left(1) == "-" )
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sDP = "*";
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PointsUntilNextUnlock.SetName( "PointsDisplay" );
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if (PointDisplay == "DP" || PointDisplay == "Dance")
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@@ -82,5 +81,4 @@ ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
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this->PostScreenMessage( SM_BeginFadingOut,
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THEME->GetMetricF("ScreenUnlock", "TimeToDisplay") );
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}
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