Always call LoadAllCommands explicitly.
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
This commit is contained in:
@@ -121,12 +121,12 @@ void ScreenSelectStyle::Init()
|
||||
//
|
||||
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
|
||||
{
|
||||
SET_XY( m_textIcon[i] );
|
||||
SET_XY( m_sprIcon[i] );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_textIcon[i] );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprIcon[i] );
|
||||
}
|
||||
SET_XY( m_sprExplanation );
|
||||
SET_XY( m_sprWarning );
|
||||
SET_XY( m_sprPremium );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprExplanation );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprWarning );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprPremium );
|
||||
|
||||
// let AfterChange tween Picture and Info
|
||||
}
|
||||
@@ -293,8 +293,8 @@ void ScreenSelectStyle::AfterChange()
|
||||
m_sprInfo[m_iSelection].SetDiffuse( RageColor(1,1,1,1) );
|
||||
m_sprPicture[m_iSelection].SetZoom( 1 );
|
||||
m_sprInfo[m_iSelection].SetZoom( 1 );
|
||||
SET_XY_AND_ON_COMMAND( m_sprPicture[m_iSelection] );
|
||||
SET_XY_AND_ON_COMMAND( m_sprInfo[m_iSelection] );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprPicture[m_iSelection] );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprInfo[m_iSelection] );
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
Reference in New Issue
Block a user