Lazy update to ReceptorArrowRow so that ScreenNameEntry will work again.

This commit is contained in:
Kyzentun
2015-01-30 21:22:04 -07:00
parent b6e6185156
commit 86410a0570
+13 -2
View File
@@ -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);
}
}
}