diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index 6aacb80a6c..57be2d588f 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -184,7 +184,17 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) ); float fNoteFieldMidde = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2; + +#if defined(XBOX) + /* HACK: The receptor arrows are offset down and to the right. This sets them back. + * It doesn't look perfect but its better than having player 2's arrows of the screen. + */ + m_pNoteField->SetY( fNoteFieldMidde - 20 ); + m_pNoteField->SetX( m_pNoteField->GetX() - 55); +#else m_pNoteField->SetY( fNoteFieldMidde ); +#endif + m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD; m_pNoteField->Load( this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, m_fNoteFieldHeight ); m_ArrowBackdrop.SetPlayer( pn ); @@ -193,7 +203,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==Style::ONE_PLAYER_TWO_CREDITS; m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) ); m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y ); - m_AttackDisplay.SetX( ATTACK_DISPLAY_X(m_PlayerNumber,bPlayerUsingBothSides) ); + m_AttackDisplay.SetX( ATTACK_DISPLAY_X(m_PlayerNumber,bPlayerUsingBothSides) - 40 ); m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y ); m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) ); m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );