From a33a2cee108eae94dc979b2dc2e9e822bedf035e Mon Sep 17 00:00:00 2001 From: tobigun Date: Sun, 6 Jun 2010 08:21:38 +0000 Subject: cleanup git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2446 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/screens/UScreenOptionsRecord.pas | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) (limited to 'src/screens') diff --git a/src/screens/UScreenOptionsRecord.pas b/src/screens/UScreenOptionsRecord.pas index 0f9cd49a..f1cfe628 100644 --- a/src/screens/UScreenOptionsRecord.pas +++ b/src/screens/UScreenOptionsRecord.pas @@ -321,12 +321,6 @@ begin end; // add Exit-button - //ButtonTheme := Theme.OptionsRecord.ButtonExit; - // adjust button position - //if (WidgetYPos <> 0) then - // ButtonTheme.Y := WidgetYPos; - //AddButton(ButtonTheme); - // I uncommented the stuff above, because it's not skinable :X AddButton(Theme.OptionsRecord.ButtonExit); if (Length(Button[0].Text) = 0) then AddButtonText(20, 5, Theme.Options.Description[7]); @@ -783,7 +777,7 @@ begin for ChannelIndex := 0 to High(Device.CaptureChannel) do begin // load player color mapped to current input channel - if (DeviceCfg.ChannelToPlayerMap[ChannelIndex] > 0) then + if (DeviceCfg.ChannelToPlayerMap[ChannelIndex] <> CHANNEL_OFF) then begin // set mapped channel to corresponding player-color LoadColor(State.R, State.G, State.B, 'P'+ IntToStr(DeviceCfg.ChannelToPlayerMap[ChannelIndex]) + 'Dark'); -- cgit v1.2.3