This commit is contained in:
Glenn Maynard
2003-09-27 20:50:12 +00:00
parent e0742c076d
commit 12035ea77a
+4 -1
View File
@@ -50,7 +50,6 @@
#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT( coin_mode ) THEME->GetMetric("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
// #define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
#define MENU_ITEM_CREATE THEME->GetMetric("ScreenTitleMenu","MenuCommandOnCreate")
#define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay")
@@ -63,6 +62,10 @@ ScreenTitleMenu::ScreenTitleMenu() : ScreenSelect("ScreenTitleMenu")
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
/* XXX We really need two common calls: 1, something run when exiting from gameplay
* (to do this reset), and 2, something run when entering gameplay, to apply default
* options. Having special cases in attract screens and the title menu to reset
* things stinks ... */
GAMESTATE->Reset();
GAMESTATE->m_bPlayersCanJoin = true;