From 86410a0570782143e775f5bf7cd4cf7764016877 Mon Sep 17 00:00:00 2001 From: Kyzentun Date: Fri, 30 Jan 2015 21:22:04 -0700 Subject: [PATCH] Lazy update to ReceptorArrowRow so that ScreenNameEntry will work again. --- src/ReceptorArrowRow.cpp | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/src/ReceptorArrowRow.cpp b/src/ReceptorArrowRow.cpp index 5a0a1d9870..c339601a7b 100644 --- a/src/ReceptorArrowRow.cpp +++ b/src/ReceptorArrowRow.cpp @@ -12,6 +12,7 @@ ReceptorArrowRow::ReceptorArrowRow() m_pPlayerState = NULL; m_fYReverseOffsetPixels = 0; m_fFadeToFailPercent = 0; + m_renderers= NULL; } void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset ) @@ -62,8 +63,18 @@ void ReceptorArrowRow::Update( float fDeltaTime ) CLAMP( fBaseAlpha, 0.0f, 1.0f ); m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha ); - // set arrow XYZ - (*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]); + if(m_renderers != NULL) + { + // set arrow XYZ + (*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]); + } + else + { + // ScreenNameEntry uses ReceptorArrowRow but doesn't have or need + // column renderers. Just do the lazy thing and offset x. -Kyz + const Style* style= GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber); + m_ReceptorArrow[c]->SetX(style->m_ColumnInfo[m_pPlayerState->m_PlayerNumber][c].fXOffset); + } } }