Make the ScoreDisplay zero out if there's no selection.
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@@ -900,12 +900,14 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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if( m_MusicWheel.IsRouletting() )
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{
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MenuStart( InputEventPlus() );
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// todo: make this value a metric -aj
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m_MenuTimer->SetSeconds( 15 );
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m_MenuTimer->Start();
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}
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else if( DO_ROULETTE_ON_MENU_TIMER && m_MusicWheel.GetSelectedSong() == NULL && m_MusicWheel.GetSelectedCourse() == NULL )
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{
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m_MusicWheel.StartRoulette();
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// todo: make this value a metric -aj
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m_MenuTimer->SetSeconds( 15 );
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m_MenuTimer->Start();
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}
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@@ -1345,7 +1347,7 @@ void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpn
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Course* pCourse = GAMESTATE->m_pCurCourse;
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Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
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GAMESTATE->m_pCurSteps[pn].Set( NULL );
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GAMESTATE->m_pCurSteps[pn].Set( NULL );
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GAMESTATE->m_pCurTrail[pn].Set( pTrail );
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int iScore = 0;
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@@ -1360,7 +1362,9 @@ void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpn
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else
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{
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// I don't like how numbers just stay up there if the current
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// selection is NULL. -aj
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// selection is NULL.
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// todo: Let themers set the text instead of just using 0. -aj
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m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, 0) );
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}
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}
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}
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