Fixed: Announcer being "ez2dancer" if you last quit the game with the ez2 announcer.

Fixed: Ez2dancer bug where if two players selected on the player select screen, only p1 appeared on the style select.
This commit is contained in:
Andrew Livy
2002-07-18 17:32:02 +00:00
parent 9ea25dbce1
commit 0e23b97516
5 changed files with 37 additions and 5 deletions
-1
View File
@@ -18,7 +18,6 @@
AnnouncerManager* ANNOUNCER = NULL; // global object accessable from anywhere in the program
const CString EZ2_ANNOUNCER_NAME = "ez2";
const CString ANNOUNCER_BASE_DIR = "Announcers\\";
+2 -1
View File
@@ -287,7 +287,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
}
// figure out whether we should add a player into the fray or not
if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
// if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
if (m_iSelectedStyle == 3)
{
if (p == PLAYER_1)
{
+10 -3
View File
@@ -284,7 +284,7 @@ void ScreenEz2SelectStyle::DrawPrimitives()
{
AnimateGraphics();
}
AnimateBackground();
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
@@ -844,14 +844,21 @@ void ScreenEz2SelectStyle::AnimateGraphics()
ez2p_direct = 0;
}
}
}
if (m_iSelectedStyle == 0) // EASY background
/************************************
AnimateBackground
Desc: Animates the Background
************************************/
void ScreenEz2SelectStyle::AnimateBackground()
{
if ((m_iSelectedStyle == 0) || (m_iSelectedPlayer == 2 && m_iSelectedStyle == 3)) // EASY background
{
m_sprBackground[3].SetHeight(SCREEN_HEIGHT * 1.7f);
m_sprBackground[3].SetWidth(SCREEN_WIDTH * 1.7f);
m_sprBackground[3].SetEffectSpinning(1.0f);
}
else if (m_iSelectedStyle == 3) // CLUB background
else if (m_iSelectedStyle == 3 && m_iSelectedPlayer != 2) // CLUB background
{
m_sprBackground[3].SetHeight(0);
m_sprBackground[3].SetWidth(0);
+1
View File
@@ -44,6 +44,7 @@ public:
private:
/* Private Function Prototypes */
void AnimateGraphics();
void AnimateBackground();
// void BeforeChange();
void SetFadedStyles();
// void AnimateGraphics();
+24
View File
@@ -52,6 +52,7 @@ const float CHOICES_GAP_Y = 52;
const float HELP_X = CENTER_X;
const float HELP_Y = SCREEN_HEIGHT-55;
const CString EZ2_ANNOUNCER_NAME = "ez2";
const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToCaution = ScreenMessage(SM_User+2);
@@ -153,12 +154,35 @@ ScreenTitleMenu::ScreenTitleMenu()
// Cheers
// -- dro kulix
// Dear dro kulix:
// Good call, actually, I made this change when announcer switching wasn't possible.
// or rather, announcer switching WASN'T possible from the title menu (it used to be
// in song options)
// but since it is now changed before we get here,
// care needs to be taken to ensure the player can still switch.
// However, your commenting code is still not that brill either ;) Brings back the first bug
// (if we last played ez2dancer and then came back into the game ez2dancer
// default announcer loads for DDR). However, here's a different approach for you.
// If we start the game and find that we're playing something other than ez2dancer AND
// the current announcer is ez2 then we change it to the default announcer and specify announcer
// check as 1. This'll stay like this for the rest of the program, meaning should they
// REALLY want to play ez2dancer sounds during a game of DDR, they're free to do so.
// It just really bugs me when I see "SMMAX" and the sound "EZ2DANCER!" blares through my speakers ;)
// When other gametypes are implemented, this may or may not have to be extended to ensure we
// don't hear "YEAH! I KNOW YOU CAN!" for pump or "AVEX AND KONAMI UNITE IN YOUR DANCE" for para e.t.c.
static int announcercheck=0;
if (GAMEMAN->m_CurGame != GAME_EZ2 && PREFSMAN->m_sAnnouncer == "ez2" && announcercheck == 0)
{
ANNOUNCER->SwitchAnnouncer( "default" );
announcercheck = 1;
}
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_GAME_NAME) );
m_soundAttract.Load( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_ATTRACT) );