Add pad lighting on ScreenDemonstration, fix BGCHANGES2 not working
authorMark Cannon <vyhdycokio@gmail.com>
Fri, 30 May 2008 00:54:07 +0000 (00:54 +0000)
committerMark Cannon <vyhdycokio@gmail.com>
Fri, 30 May 2008 00:54:07 +0000 (00:54 +0000)
git-svn-id: https://openitg.svn.sourceforge.net/svnroot/openitg@359 83fadc84-e282-4d84-a09a-c4228d6ae7e5

src/LightsManager.cpp
src/NotesLoaderSM.cpp

index 27a28ce..af563cd 100755 (executable)
@@ -321,7 +321,6 @@ void LightsManager::Update( float fDeltaTime )
        switch( m_LightsMode )
        {
        case LIGHTSMODE_ATTRACT:
-       case LIGHTSMODE_DEMONSTRATION:
                {
                        ZERO( m_LightsState.m_bGameButtonLights );
                }
@@ -340,9 +339,10 @@ void LightsManager::Update( float fDeltaTime )
                }
                break;
        case LIGHTSMODE_MENU:
+       case LIGHTSMODE_DEMONSTRATION:
        case LIGHTSMODE_GAMEPLAY:
                {
-                       if( m_LightsMode == LIGHTSMODE_GAMEPLAY  &&  PREFSMAN->m_bBlinkGameplayButtonLightsOnNote )
+                       if( m_LightsMode != LIGHTSMODE_MENU && PREFSMAN->m_bBlinkGameplayButtonLightsOnNote )
                        {
                                //
                                // Blink on notes.
index cb32707..afc2ffe 100755 (executable)
@@ -368,7 +368,7 @@ bool SMLoader::LoadFromSMFile( CString sPath, Song &out )
                        BackgroundLayer iLayer = BACKGROUND_LAYER_1;
                        int iBGLayer = (int)iLayer;
                        if( 1 == sscanf( sValueName, "BGCHANGES%d", &iBGLayer ) )
-                               iLayer = (BackgroundLayer)(iLayer-1);   // #BGCHANGES2 = BACKGROUND_LAYER_2
+                               iLayer = (BackgroundLayer)(iBGLayer-1); // #BGCHANGES2 = BACKGROUND_LAYER_2
 
                        bool bValid = iLayer>=0 && iLayer<NUM_BackgroundLayer;
                        if( !bValid )