fix assert when switching from rave to arcade

This commit is contained in:
Chris Danford
2004-05-02 22:18:07 +00:00
parent 51f0b44483
commit 9d321a5bb7
+25 -32
View File
@@ -301,9 +301,8 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) ); // invisible
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( p ))
FOREACH_PlayerNumber( p )
{
m_sprNonPresence[p].SetName( ssprintf("NonPresenceP%d",p+1) );
m_sprNonPresence[p].Load( THEME->GetPathToG(ssprintf("ScreenSelectMusic nonpresence p%d",p+1)) );
@@ -378,24 +377,21 @@ void ScreenSelectMusic::TweenSongPartsOnScreen( bool Initial )
// m_DifficultyList.Show();
}
int p;
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
ON_COMMAND( m_sprDifficultyFrame[p] );
ON_COMMAND( m_sprMeterFrame[p] );
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_AutoGenIcon[p] );
{
FOREACH_HumanPlayer( p )
{
ON_COMMAND( m_sprDifficultyFrame[p] );
ON_COMMAND( m_sprMeterFrame[p] );
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_AutoGenIcon[p] );
}
}
for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
ON_COMMAND( m_sprNonPresence[p] );
FOREACH_PlayerNumber( p )
{
ON_COMMAND( m_sprNonPresence[p] );
}
}
}
@@ -414,24 +410,21 @@ void ScreenSelectMusic::TweenSongPartsOffScreen( bool Final )
m_DifficultyList.Hide();
}
int p;
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
OFF_COMMAND( m_sprDifficultyFrame[p] );
OFF_COMMAND( m_sprMeterFrame[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_AutoGenIcon[p] );
{
FOREACH_HumanPlayer( p )
{
OFF_COMMAND( m_sprDifficultyFrame[p] );
OFF_COMMAND( m_sprMeterFrame[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_AutoGenIcon[p] );
}
}
for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled( p ))
continue; // skip
OFF_COMMAND( m_sprNonPresence[p] );
FOREACH_PlayerNumber( p )
{
OFF_COMMAND( m_sprNonPresence[p] );
}
}
}