use RollingNumbers for judgment numbers
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@@ -502,6 +502,7 @@ void ScreenEvaluation::Init()
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{
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m_textJudgmentLineNumber[l][p].LoadFromFont( THEME->GetPathF(m_sName, "JudgmentLineNumber") );
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m_textJudgmentLineNumber[l][p].SetName( JudgmentLineToString(l)+ssprintf("NumberP%d",p+1) );
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m_textJudgmentLineNumber[l][p].Load( "RollingNumbersJudgment" );
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ActorUtil::LoadAllCommands( m_textJudgmentLineNumber[l][p], m_sName );
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SET_XY( m_textJudgmentLineNumber[l][p] );
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this->AddChild( &m_textJudgmentLineNumber[l][p] );
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@@ -520,9 +521,7 @@ void ScreenEvaluation::Init()
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DEFAULT_FAIL( l );
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}
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// UGLY... generalize this
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int iNumDigits = (l==JudgmentLine_MaxCombo) ? MAX_COMBO_NUM_DIGITS : 4;
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m_textJudgmentLineNumber[l][p].SetText( ssprintf("%*d",iNumDigits,iValue) );
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m_textJudgmentLineNumber[l][p].SetTargetNumber( iValue );
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}
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}
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}
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@@ -93,7 +93,7 @@ protected:
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// judgment area
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AutoActor m_sprSharedJudgmentLineLabels[NUM_JudgmentLine];
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BitmapText m_textJudgmentLineNumber[NUM_JudgmentLine][NUM_PLAYERS];
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RollingNumbers m_textJudgmentLineNumber[NUM_JudgmentLine][NUM_PLAYERS];
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// stats area
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AutoActor m_sprDetailFrame[NUM_PLAYERS];
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