Fix: VC6 compile. Maybe we should try to figure out a clean way of doing this in VC6 insted of having these nasty GetValue()'s everywhere.
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@@ -1722,8 +1722,8 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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*
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* However, if this is also a style button, don't do this. (pump center = start) */
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bool bHoldingGiveUp = false;
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bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() && START_GIVES_UP);
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bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_BACK && !StyleI.IsValid() && BACK_GIVES_UP);
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bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() && START_GIVES_UP.GetValue());
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bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_BACK && !StyleI.IsValid() && BACK_GIVES_UP.GetValue());
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if( bHoldingGiveUp )
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{
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@@ -1745,7 +1745,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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/* Only handle MENU_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
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* disabled. */
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if( MenuI.button == MENU_BUTTON_BACK && !BACK_GIVES_UP )
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if( MenuI.button == MENU_BUTTON_BACK && !BACK_GIVES_UP.GetValue() )
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{
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if( ((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
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(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
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