diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 6f640ac23a..69477b0189 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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; pnIsHumanPlayer(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; } }