always move on if a player joins in SAttract, even if it's not the screen who caused it

This commit is contained in:
Glenn Maynard
2008-06-11 22:02:37 +00:00
parent 2c93c2d79c
commit 04f43dae61
2 changed files with 10 additions and 0 deletions
+9
View File
@@ -22,6 +22,7 @@ void ScreenAttract::Init()
{
RESET_GAME_STATE.Load( m_sName, "ResetGameState" );
ATTRACT_VOLUME.Load( m_sName, "AttractVolume" );
this->SubscribeToMessage( Message_PlayerJoined );
ScreenWithMenuElements::Init();
}
@@ -124,6 +125,14 @@ void ScreenAttract::StartPlayingMusic()
ScreenWithMenuElements::StartPlayingMusic();
}
void ScreenAttract::HandleMessage( const Message &msg )
{
if( msg == Message_PlayerJoined )
this->Cancel( SM_GoToStartScreen );
ScreenWithMenuElements::HandleMessage( msg );
}
void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_MenuTimer ||
+1
View File
@@ -18,6 +18,7 @@ public:
static void SetAttractVolume( bool bInAttract );
virtual void Input( const InputEventPlus &input );
virtual void HandleMessage( const Message &msg );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void Cancel( ScreenMessage smSendWhenDone );