fixed broken screen gameplay, started adding coin-op logic

This commit is contained in:
Chris Danford
2003-01-10 02:22:07 +00:00
parent ae81b1c4c6
commit 21ab45ec96
31 changed files with 549 additions and 440 deletions
+6 -4
View File
@@ -102,10 +102,10 @@ void ScreenManager::Update( float fDeltaTime )
*
* So, let's just drop the first update for every screen.
*/
if(m_ScreenStack[i]->FirstUpdate())
continue;
m_ScreenStack[i]->Update( fDeltaTime );
if( m_ScreenStack[i]->IsFirstUpdate() )
m_ScreenStack[i]->Update( 0 );
else
m_ScreenStack[i]->Update( fDeltaTime );
}
}
@@ -197,6 +197,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
#include "ScreenLogo.h"
#include "ScreenUnlock.h"
#include "ScreenDemonstration.h"
#include "ScreenInstructions.h"
#include "ScreenPrompt.h"
#include "ScreenTextEntry.h"
@@ -243,6 +244,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
else if( 0==stricmp(sClassName, "ScreenLogo") ) ret = new ScreenLogo;
else if( 0==stricmp(sClassName, "ScreenUnlock") ) ret = new ScreenUnlock;
else if( 0==stricmp(sClassName, "ScreenDemonstration") ) ret = new ScreenDemonstration;
else if( 0==stricmp(sClassName, "ScreenInstructions") ) ret = new ScreenInstructions;
else
RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );