don't compile ActorCommands on the fly.
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@@ -359,10 +359,15 @@ void DifficultyList::HideRows()
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{
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{
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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{
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{
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ActorCommands c = ActorCommands( "finishtweening;diffusealpha,0" );
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Line &l = m_Lines[m];
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m_Lines[m].m_Description.RunCommands( c );
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m_Lines[m].m_Meter.RunCommandsOnChildren( c );
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l.m_Description.FinishTweening();
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m_Lines[m].m_Number.RunCommands( c );
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l.m_Meter.FinishTweening();
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l.m_Number.FinishTweening();
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l.m_Description.SetDiffuseAlpha(0);
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l.m_Meter.SetDiffuseAlpha(0);
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l.m_Number.SetDiffuseAlpha(0);
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}
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}
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}
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}
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@@ -372,10 +377,11 @@ void DifficultyList::TweenOnScreen()
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m_bShown = true;
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m_bShown = true;
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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for( unsigned m = 0; m < m_Rows.size(); ++m )
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{
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{
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ActorCommands c = ActorCommands( "finishtweening" );
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Line &l = m_Lines[m];
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m_Lines[m].m_Description.RunCommands( c );
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m_Lines[m].m_Meter.RunCommandsOnChildren( c );
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l.m_Description.FinishTweening();
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m_Lines[m].m_Number.RunCommands( c );
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l.m_Meter.FinishTweening();
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l.m_Number.FinishTweening();
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}
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}
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// PositionItems();
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// PositionItems();
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