diff --git a/src/DifficultyList.cpp b/src/DifficultyList.cpp index 87eb1a2268..1b3a4cff11 100644 --- a/src/DifficultyList.cpp +++ b/src/DifficultyList.cpp @@ -78,6 +78,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode ) for( unsigned m = 0; m < m_Lines.size(); ++m ) { + // todo: Row1, Row2? also m_sName+"Row" -aj m_Lines[m].m_Meter.SetName( "Row" ); m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL ); this->AddChild( &m_Lines[m].m_Meter ); diff --git a/src/GameState.cpp b/src/GameState.cpp index 8194bbbeed..3e8bff889c 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -1965,7 +1965,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir ) } /* The user may be set to prefer a difficulty that isn't always shown; typically, - * Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */ + * Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */ Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const { const vector &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(); diff --git a/src/GrooveRadar.cpp b/src/GrooveRadar.cpp index 59ab865cfa..2544efafad 100644 --- a/src/GrooveRadar.cpp +++ b/src/GrooveRadar.cpp @@ -63,7 +63,7 @@ void GrooveRadar::TweenOnScreen() { m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) ); m_sprRadarLabels[c].PlayCommand( "PreDelayOn" ); - m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep + m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep m_sprRadarLabels[c].PlayCommand( "PostDelayOn" ); } @@ -83,9 +83,8 @@ void GrooveRadar::TweenOffScreen() { m_sprRadarLabels[c].StopTweening(); m_sprRadarLabels[c].BeginTweening( 0.2f ); - /* Make sure we undo glow. We do this at the end of TweenIn, - * but we might tween off before we complete tweening in, and - * the glow can remain. */ + /* Make sure we undo glow. We do this at the end of TweenIn, but we might + * tween off before we complete tweening in, and the glow can remain. */ m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) ); m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) ); } @@ -108,7 +107,7 @@ void GrooveRadar::SetFromRadarValues( PlayerNumber pn, const RadarValues &rv ) m_GrooveRadarValueMap[pn].SetFromSteps( rv ); } -void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song +void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song { if( pSteps == NULL ) { @@ -120,7 +119,6 @@ void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means n m_GrooveRadarValueMap[pn].SetFromSteps( rv ); } - GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap() { m_bValuesVisible = false; @@ -146,7 +144,7 @@ void GrooveRadar::GrooveRadarValueMap::SetFromSteps( const RadarValues &rv ) const float fValueCurrent = m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew; m_fValuesOld[c] = fValueCurrent; m_fValuesNew[c] = rv[c]; - } + } if( !m_bValuesVisible ) // the values WERE invisible m_PercentTowardNew = 1;