Fix ScreenHowToPlay:: Now displays until all the hard-coded steps are gone (SecondsToShow metric), and added into Player.cpp a value to show/hide judgment messages (miss/perfect etc*). This is turned OFF by default so everything still shows the judgment, except for ScreenHowToPlay

This commit is contained in:
Kevin Slaughter
2003-05-19 08:18:21 +00:00
parent b46272b1be
commit b1396c186a
9 changed files with 46 additions and 17 deletions
+2 -2
View File
@@ -54,6 +54,7 @@ Player::Player()
BRIGHT_GHOST_COMBO_THRESHOLD.Refresh();
m_PlayerNumber = PLAYER_INVALID;
m_bShowJudgment = true;
m_pLifeMeter = NULL;
m_pScore = NULL;
@@ -105,7 +106,6 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
* then we could just this->StopTweening()? -glenn */
m_Judgment.StopTweening();
// m_Combo.Reset(); // don't reset combos between songs in a course!
m_Combo.Init( pn );
m_Judgment.Reset();
@@ -325,7 +325,7 @@ void Player::DrawPrimitives()
if( fTilt != 0 )
DISPLAY->ExitPerspective();
m_Judgment.Draw();
if (m_bShowJudgment) { m_Judgment.Draw(); }
for( int c=0; c<GetNumTracks(); c++ )
m_HoldJudgment[c].Draw();