don't show meters in random

This commit is contained in:
Chris Danford
2005-04-03 09:48:50 +00:00
parent 6c379ca934
commit e3785ab35d
+7 -7
View File
@@ -29,7 +29,7 @@ void DifficultyList::SetName( const CString &sName, const CString &sID )
{
ActorFrame::SetName( sName, sID );
ITEMS_SPACING_Y.Load( m_sName, "ItemsSpacingY" );
ITEMS_SPACING_Y.Load( m_sName, "ItemsSpacingY" );
DESCRIPTION_MAX_WIDTH.Load( m_sName, "DescriptionMaxWidth" );
NUM_SHOWN_ITEMS.Load( m_sName, "NumShownItems" );
CAPITALIZE_DIFFICULTY_NAMES.Load( m_sName, "CapitalizeDifficultyNames" );
@@ -47,11 +47,11 @@ void DifficultyList::Load()
m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
* don't queue and look unresponsive. However, that stpotweening interrupts fading,
* resulting in the cursor remaining invisible or partially invisible. So, do them
* in separate tweening stacks. This means the Cursor command can't change diffuse
* colors; I think we do need a diffuse color stack ... */
* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
* don't queue and look unresponsive. However, that stpotweening interrupts fading,
* resulting in the cursor remaining invisible or partially invisible. So, do them
* in separate tweening stacks. This means the Cursor command can't change diffuse
* colors; I think we do need a diffuse color stack ... */
m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
ActorUtil::LoadCommand( m_CursorFrames[pn], m_sName, "Change" );
m_CursorFrames[pn].AddChild( m_Cursors[pn] );
@@ -295,7 +295,7 @@ void DifficultyList::SetFromGameState()
row.m_dc = *d;
m_Lines[i].m_Meter.SetFromMeterAndDifficulty( 3*(*d), *d );
m_Lines[i].m_Meter.SetFromMeterAndDifficulty( 0, *d );
m_Lines[i].m_Description.SetText( GetDifficultyString(*d) );
m_Lines[i].m_Description.SetDiffuseColor( SONGMAN->GetDifficultyColor(*d) );