simplify "Continue holding START to give up"

This commit is contained in:
Glenn Maynard
2003-11-24 02:03:09 +00:00
parent 675b019d7c
commit 09843153d4
+11 -24
View File
@@ -53,9 +53,7 @@
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenGameplay","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenGameplay","NextScreen"+Capitalize(PlayModeToString(play_mode)))
#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB("ScreenGameplay","ShowLifeMeterForDisabledPlayers")
#define STATICBG_X THEME->GetMetricI ("ScreenGameplay","StaticBGX")
#define STATICBG_Y THEME->GetMetricI ("ScreenGameplay","StaticBGY")
#define EVAL_ON_FAIL THEME->GetMetricB ("ScreenGameplay", "ShowEvaluationOnFail")
#define EVAL_ON_FAIL THEME->GetMetricB("ScreenGameplay","ShowEvaluationOnFail")
CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
CachedThemeMetricF G_TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
@@ -1326,28 +1324,18 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_DancingState != STATE_OUTRO &&
!m_Back.IsTransitioning() )
{
/* If we have a large miss combo on both players, allow bailing out by holding
* the START button of all active players. This gives a way to "give up" when
* a back button isn't available that won't be accidentally (or maliciously)
* triggered. Doing this is treated as failing the song, unlike BACK, since
* it's always available. */
/* However, if this is also a style button, don't do this. (pump center = start) */
/* Allow bailing out by holding the START button of all active players. This
* gives a way to "give up" when a back button isn't available. Doing this is
* treated as failing the song, unlike BACK, since it's always available.
*
* However, if this is also a style button, don't do this. (pump center = start) */
if( MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() )
{
/* No PREFSMAN->m_bDelayedEscape; always delayed. */
if( type==IET_RELEASE )
AbortGiveUp();
else if( m_GiveUpTimer.IsZero() )
else if( type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
{
for ( int pn=0; pn<NUM_PLAYERS; pn++ )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
continue;
if( GAMESTATE->m_CurStageStats.iCurMissCombo[pn] < 30 )
return;
}
m_textDebug.SetText( "Continue holding START to give up" );
m_textDebug.StopTweening();
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
@@ -1520,11 +1508,13 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
// handle a step or battle item activate
//
if( type==IET_FIRST_PRESS &&
!PREFSMAN->m_bAutoPlay &&
StyleI.IsValid() &&
GAMESTATE->IsPlayerEnabled( StyleI.player ) )
{
m_Player[StyleI.player].Step( StyleI.col, DeviceI.ts );
AbortGiveUp();
if( !PREFSMAN->m_bAutoPlay )
m_Player[StyleI.player].Step( StyleI.col, DeviceI.ts );
}
// else if( type==IET_FIRST_PRESS &&
// !PREFSMAN->m_bAutoPlay &&
@@ -2061,9 +2051,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
default:
ASSERT(0);
}
case SM_MissComboAborted:
AbortGiveUp();
break;
}
}