stop showing attack titles in course mode

This commit is contained in:
Glenn Maynard
2003-12-01 21:32:19 +00:00
parent 7ff9a6d381
commit b017c59d10
+25 -18
View File
@@ -19,6 +19,10 @@
AttackDisplay::AttackDisplay()
{
if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
return;
m_textAttack.LoadFromFont( THEME->GetPathToF("AttackDisplay") );
m_textAttack.SetDiffuseAlpha( 0 ); // invisible
this->AddChild( &m_textAttack );
@@ -28,29 +32,32 @@ void AttackDisplay::Update( float fDelta )
{
ActorFrame::Update( fDelta );
if( GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] )
if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
return;
if( !GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] )
return;
// don't handle this again
GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] = false;
for( unsigned s=0; s<GAMESTATE->m_ActiveAttacks[m_PlayerNumber].size(); s++ )
{
// don't handle this again
GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] = false;
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fStartSecond >= 0 )
continue; /* hasn't started yet */
for( unsigned s=0; s<GAMESTATE->m_ActiveAttacks[m_PlayerNumber].size(); s++ )
{
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fStartSecond >= 0 )
continue; /* hasn't started yet */
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fSecsRemaining <= 0 )
continue; /* ended already */
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fSecsRemaining <= 0 )
continue; /* ended already */
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].IsBlank() )
continue;
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].IsBlank() )
continue;
CString sText = GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].sModifier;
CString sText = GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].sModifier;
m_textAttack.SetDiffuseAlpha( 1 );
m_textAttack.SetText( sText );
m_textAttack.Command( TEXT_ON_COMMAND(m_PlayerNumber) );
m_textAttack.SetDiffuseAlpha( 1 );
m_textAttack.SetText( sText );
m_textAttack.Command( TEXT_ON_COMMAND(m_PlayerNumber) );
break;
}
break;
}
}