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