We don't know which players are joined until BeginScreen, so always load

assets for both players (fixes preload asserts).  This isn't an important
optimization point: it's not acceptable for a screen to be so much slower in
2-player than 1-player that this type of optimization would matter.  Also, always
loading both players will help reduce the chance of code that's too slow in
2-player not being noticed due to only being tested in 1-player.
This commit is contained in:
Glenn Maynard
2005-07-22 06:30:19 +00:00
parent 67f6e76b3b
commit 26b5ac01d3
2 changed files with 5 additions and 5 deletions
+3 -3
View File
@@ -299,7 +299,7 @@ void OptionRow::InitText()
{
case LAYOUT_SHOW_ONE_IN_ROW:
// init text
FOREACH_HumanPlayer( p )
FOREACH_PlayerNumber( p )
{
BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent );
m_textItems.push_back( bt );
@@ -321,7 +321,7 @@ void OptionRow::InitText()
// init underlines
if( m_pParentType->SHOW_UNDERLINES )
{
FOREACH_HumanPlayer( p )
FOREACH_PlayerNumber( p )
{
OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent );
m_Underline[p].push_back( ul );
@@ -359,7 +359,7 @@ void OptionRow::InitText()
// init underlines
if( m_pParentType->SHOW_UNDERLINES )
{
FOREACH_HumanPlayer( p )
FOREACH_PlayerNumber( p )
{
OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent );
m_Underline[p].push_back( ul );