fix subtle bugs that caused inaccurate judgment totals with AI player

This commit is contained in:
Chris Danford
2003-04-10 05:46:31 +00:00
parent 17e9a7d777
commit 04145caf72
20 changed files with 88 additions and 74 deletions
+6 -6
View File
@@ -183,7 +183,7 @@ void ScreenSelectDifficulty::UpdateSelectableChoices()
}
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( GAMESTATE->IsHumanPlayer(p) )
{
MenuRight( (PlayerNumber)p );
MenuLeft( (PlayerNumber)p );
@@ -227,7 +227,7 @@ void ScreenSelectDifficulty::ChangePage( Page newPage )
// If anyone has already chosen, don't allow changing of pages
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && m_bChosen[p] )
if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] )
return;
bool bPageIncreasing = newPage > m_CurrentPage;
@@ -257,7 +257,7 @@ void ScreenSelectDifficulty::ChangeWithinPage( PlayerNumber pn, int iNewChoice,
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
if( p!=pn && m_CurrentPage==PAGE_1 )
@@ -333,7 +333,7 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
// check to see if everyone has chosen
for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
if( GAMESTATE->IsHumanPlayer((PlayerNumber)p) && m_bChosen[p] == false )
return;
}
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
@@ -357,7 +357,7 @@ void ScreenSelectDifficulty::TweenOnScreen()
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
continue;
float fCursorX = GetCursorX( (PlayerNumber)p );
@@ -380,7 +380,7 @@ void ScreenSelectDifficulty::TweenOffScreen()
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
continue;
m_sprCursor[p].Command( CURSOR_OFF_COMMAND );