From e3785ab35d54fef74e1d83147c063528629ef6f4 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Sun, 3 Apr 2005 09:48:50 +0000 Subject: [PATCH] don't show meters in random --- stepmania/src/DifficultyList.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/stepmania/src/DifficultyList.cpp b/stepmania/src/DifficultyList.cpp index f65c9b5f35..87024b1156 100644 --- a/stepmania/src/DifficultyList.cpp +++ b/stepmania/src/DifficultyList.cpp @@ -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) );