Lazy update to ReceptorArrowRow so that ScreenNameEntry will work again.
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@@ -12,6 +12,7 @@ ReceptorArrowRow::ReceptorArrowRow()
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m_pPlayerState = NULL;
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m_pPlayerState = NULL;
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m_fYReverseOffsetPixels = 0;
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m_fYReverseOffsetPixels = 0;
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m_fFadeToFailPercent = 0;
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m_fFadeToFailPercent = 0;
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m_renderers= NULL;
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}
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}
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void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
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void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
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@@ -62,8 +63,18 @@ void ReceptorArrowRow::Update( float fDeltaTime )
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
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m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
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// set arrow XYZ
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if(m_renderers != NULL)
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(*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]);
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{
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// set arrow XYZ
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(*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]);
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}
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else
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{
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// ScreenNameEntry uses ReceptorArrowRow but doesn't have or need
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// column renderers. Just do the lazy thing and offset x. -Kyz
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const Style* style= GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber);
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m_ReceptorArrow[c]->SetX(style->m_ColumnInfo[m_pPlayerState->m_PlayerNumber][c].fXOffset);
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}
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}
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}
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}
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}
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