Let's be explicit: Demonstration should act like an attract screen. (This usually

happens to work without this, because the previous attract screen will set it,
and won't unset it since that's done in input.)
This commit is contained in:
Glenn Maynard
2005-10-04 07:43:42 +00:00
parent 510f214792
commit 1cdfffd6a7
+1
View File
@@ -21,6 +21,7 @@ ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName
{
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
m_bDemonstration = true;
SOUNDMAN->SetPlayOnlyCriticalSounds( GAMESTATE->IsTimeToPlayAttractSounds() ); // mute attract sounds
}
void ScreenDemonstration::Init()