blink on button presses during menus so that players can find bad sensors

This commit is contained in:
Chris Danford
2004-08-29 04:58:09 +00:00
parent 3c91fd94a5
commit 2126aa8420
+8 -2
View File
@@ -186,7 +186,6 @@ void LightsManager::Update( float fDeltaTime )
switch( m_LightsMode ) switch( m_LightsMode )
{ {
case LIGHTSMODE_ATTRACT: case LIGHTSMODE_ATTRACT:
case LIGHTSMODE_MENU:
case LIGHTSMODE_DEMONSTRATION: case LIGHTSMODE_DEMONSTRATION:
{ {
ZERO( m_LightsState.m_bGameButtonLights ); ZERO( m_LightsState.m_bGameButtonLights );
@@ -205,10 +204,14 @@ void LightsManager::Update( float fDeltaTime )
} }
} }
break; break;
case LIGHTSMODE_MENU:
case LIGHTSMODE_GAMEPLAY: case LIGHTSMODE_GAMEPLAY:
{ {
if( PREFSMAN->m_bBlinkGameplayButtonLightsOnNote ) if( m_LightsMode == LIGHTSMODE_GAMEPLAY && PREFSMAN->m_bBlinkGameplayButtonLightsOnNote )
{ {
//
// Blink on notes.
//
FOREACH_GameController( gc ) FOREACH_GameController( gc )
{ {
FOREACH_GameButton( gb ) FOREACH_GameButton( gb )
@@ -219,6 +222,9 @@ void LightsManager::Update( float fDeltaTime )
} }
else else
{ {
//
// Blink on button pressess.
//
FOREACH_GameController( gc ) FOREACH_GameController( gc )
{ {
// don't blink unjoined sides // don't blink unjoined sides