don't show hold judgments if blind (no joking around this time)

This commit is contained in:
Chris Danford
2004-01-15 03:19:41 +00:00
parent e2319874ac
commit dcb3ae4991
+8 -4
View File
@@ -449,12 +449,10 @@ void PlayerMinus::DrawPrimitives()
m_AttackDisplay.Draw();
if( TAP_JUDGMENTS_UNDER_FIELD )
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind )
DrawTapJudgments();
DrawTapJudgments();
if( HOLD_JUDGMENTS_UNDER_FIELD )
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind == 0 )
DrawHoldJudgments();
DrawHoldJudgments();
float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
float fSkew = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fSkew;
@@ -506,6 +504,9 @@ void PlayerMinus::DrawPrimitives()
void PlayerMinus::DrawTapJudgments()
{
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind > 0 )
return;
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bProTiming )
m_ProTimingDisplay.Draw();
else
@@ -514,6 +515,9 @@ void PlayerMinus::DrawTapJudgments()
void PlayerMinus::DrawHoldJudgments()
{
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind > 0 )
return;
for( int c=0; c<GetNumTracks(); c++ )
m_HoldJudgment[c].Draw();
}