fix reloading commands; don't rename and reload actors mid-screen

This commit is contained in:
Glenn Maynard
2007-03-03 04:54:22 +00:00
parent b1952bff19
commit 7f32fba3b7
2 changed files with 9 additions and 14 deletions
+4 -6
View File
@@ -919,14 +919,12 @@ DifficultyP2OffCommand=linear,0.5;addx,200
DifficultyP2SetReverseCommand=x,SCREEN_CENTER_X+254;y,SCREEN_CENTER_Y-196;addx,-200;linear,0.5;addx,200;cropbottom,0;croptop,0.5
DifficultyP2SetNoReverseCommand=x,SCREEN_CENTER_X+230;y,SCREEN_CENTER_Y+183;addx,-200;linear,0.5;addx,200;cropbottom,0.5;croptop,0
LyricsX=SCREEN_CENTER_X+0
LyricsY=SCREEN_CENTER_Y+160
LyricsReverseX=SCREEN_CENTER_X+0
LyricsReverseY=SCREEN_CENTER_Y-140
LyricsSetNoReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y+160
LyricsSetReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-140
# This is used if one player is in reverse and the other isn't.
LyricsOneReverseX=SCREEN_CENTER_X+0
LyricsOneReverseY=SCREEN_CENTER_Y-205
LyricsSetOneReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-205
LyricsDefaultColor=color("0,1,0,1")
ActiveAttackListP1X=
ActiveAttackListP1Y=
ActiveAttackListP1OnCommand=hidden,1
+5 -8
View File
@@ -678,11 +678,12 @@ void ScreenGameplay::Init()
this->AddChild( pi->m_pActiveAttackList );
}
if( g_bShowLyrics )
{
m_LyricDisplay.SetName( "Lyrics" );
LOAD_ALL_COMMANDS( m_LyricDisplay );
this->AddChild( &m_LyricDisplay );
}
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
@@ -1116,11 +1117,7 @@ void ScreenGameplay::LoadNextSong()
pi->m_pDifficultyIcon->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
}
/* XXX: We want to put the lyrics out of the way, but it's likely that one
* player is in reverse and the other isn't. What to do? */
m_LyricDisplay.SetName( ssprintf( "Lyrics%s", bAllReverse? "Reverse": (bAtLeastOneReverse? "OneReverse": "")) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_LyricDisplay );
m_LyricDisplay.PlayCommand( bAllReverse? "SetReverse": bAtLeastOneReverse? "SetOneReverse": "SetNoReverse" );
m_SongFinished.Reset();