From 086848f71470e3a3294180c92ea45429f4e2760d Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Mon, 9 Feb 2004 19:56:28 +0000 Subject: [PATCH] don't fake the song timer after fail --- stepmania/src/ScreenGameplay.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 6828636f35..790ca48173 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1525,6 +1525,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ * We're doing #3. I'm not sure which is best. */ SOUND->StopMusic(); + SOUND->HandleSongTimer( false ); m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */ this->ClearMessageQueue(); @@ -2174,9 +2175,15 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) ); break; + case SM_LoseFocus: + /* We might have turned the song timer off. Be sure to turn it back on. */ + SOUND->HandleSongTimer( true ); + break; + case SM_BeginFailed: m_DancingState = STATE_OUTRO; SOUND->StopMusic(); + SOUND->HandleSongTimer( false ); m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */ TweenOffScreen(); m_Failed.StartTransitioning( SM_GoToScreenAfterFail );