play ending screen sounds even if attract sound is set to "never"
This commit is contained in:
@@ -56,7 +56,7 @@ GameState::GameState()
|
||||
|
||||
ReloadCharacters();
|
||||
|
||||
m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0
|
||||
m_iNumTimesThroughAttract = 0;
|
||||
|
||||
/* Don't reset yet; let the first screen do it, so we can
|
||||
* use PREFSMAN and THEME. */
|
||||
@@ -1398,10 +1398,20 @@ bool GameState::OneIsHot() const
|
||||
|
||||
bool GameState::IsTimeToPlayAttractSounds()
|
||||
{
|
||||
if( PREFSMAN->m_iAttractSoundFrequency == 0 ) // never
|
||||
// always play attract sounds the first time through after a game over -
|
||||
// even if attract sounds are set to "never".
|
||||
if( m_iNumTimesThroughAttract==0 )
|
||||
return true;
|
||||
|
||||
// 0 means "never play sound". Avoid a divide by 0 below.
|
||||
if( PREFSMAN->m_iAttractSoundFrequency == 0 )
|
||||
return false;
|
||||
m_iNumTimesThroughAttract %= PREFSMAN->m_iAttractSoundFrequency;
|
||||
return m_iNumTimesThroughAttract==0;
|
||||
|
||||
// play attract sounds once every m_iAttractSoundFrequency times through
|
||||
if( (m_iNumTimesThroughAttract % PREFSMAN->m_iAttractSoundFrequency)==0 )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
|
||||
|
||||
Reference in New Issue
Block a user