Fixed ScreenPrompt::AnswerOnCommand metrics by calling LOAD_ALL_COMMANDS after the name was set.
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@@ -4,6 +4,10 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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________________________________________________________________________________
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2014/11/05
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----------
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* [ScreenPrompt] Answer OnCommand metrics fixed to actually work.
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2014/11/01
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2014/11/01
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----------
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----------
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* [RollingNumbers] Cropping and color during tweens fixed.
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* [RollingNumbers] Cropping and color during tweens fixed.
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+1
-1
@@ -885,7 +885,7 @@ void BitmapText::Attribute::FromStack( lua_State *L, int iPos )
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lua_getfield( L, iTab, "Diffuses" );
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lua_getfield( L, iTab, "Diffuses" );
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if( !lua_isnil(L, -1) )
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if( !lua_isnil(L, -1) )
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{
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{
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for( int i = 1; i <= 4; ++i )
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for( int i = 1; i <= NUM_DIFFUSE_COLORS; ++i )
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{
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{
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lua_rawgeti( L, -i, i );
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lua_rawgeti( L, -i, i );
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diffuse[i-1].FromStack( L, -1 );
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diffuse[i-1].FromStack( L, -1 );
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+1
-1
@@ -93,7 +93,7 @@ public:
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{
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{
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Attribute() : length(-1), glow() { }
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Attribute() : length(-1), glow() { }
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int length;
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int length;
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RageColor diffuse[4];
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RageColor diffuse[NUM_DIFFUSE_COLORS];
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RageColor glow;
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RageColor glow;
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void FromStack( lua_State *L, int iPos );
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void FromStack( lua_State *L, int iPos );
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@@ -66,7 +66,12 @@ void ScreenPrompt::Init()
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for( int i=0; i<NUM_PromptAnswer; i++ )
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for( int i=0; i<NUM_PromptAnswer; i++ )
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{
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{
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m_textAnswer[i].LoadFromFont( THEME->GetPathF(m_sName,"answer") );
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m_textAnswer[i].LoadFromFont( THEME->GetPathF(m_sName,"answer") );
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LOAD_ALL_COMMANDS( m_textAnswer[i] );
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// The name of the actor isn't set because it is not known at this point
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// how many answers there will be, and the name depends on the number of
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// answers as a clumsy way of letting the themer set different positions
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// for different answer groups. The name is set in BeginScreen, and
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// then the commands are loaded. -Kyz (At least, that seems like the
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// explanation to me, reading the code years after the author left)
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this->AddChild( &m_textAnswer[i] );
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this->AddChild( &m_textAnswer[i] );
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}
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}
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@@ -90,6 +95,9 @@ void ScreenPrompt::BeginScreen()
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{
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{
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RString sElem = ssprintf("Answer%dOf%d", i+1, g_PromptType+1);
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RString sElem = ssprintf("Answer%dOf%d", i+1, g_PromptType+1);
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m_textAnswer[i].SetName( sElem );
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m_textAnswer[i].SetName( sElem );
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LOAD_ALL_COMMANDS(m_textAnswer[i]);
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// Side note: Because LOAD_ALL_COMMANDS occurs here, InitCommand will
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// not be run for the actors. People can just use OnCommand instead.
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RString sAnswer = PromptAnswerToString( (PromptAnswer)i );
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RString sAnswer = PromptAnswerToString( (PromptAnswer)i );
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// FRAGILE
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// FRAGILE
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if( g_PromptType == PROMPT_OK )
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if( g_PromptType == PROMPT_OK )
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