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:
@@ -124,7 +124,7 @@ void ScreenOptions::Init()
|
||||
m_framePage.AddChild( m_sprPage );
|
||||
|
||||
// init line line highlights
|
||||
FOREACH_HumanPlayer( p )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
m_sprLineHighlight[p].Load( THEME->GetPathG(m_sName,"line highlight") );
|
||||
m_sprLineHighlight[p].SetName( "LineHighlight" );
|
||||
@@ -133,7 +133,7 @@ void ScreenOptions::Init()
|
||||
}
|
||||
|
||||
// init cursors
|
||||
FOREACH_HumanPlayer( p )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
m_Cursor[p].Load( m_sName, OptionsCursor::cursor );
|
||||
m_Cursor[p].Set( p );
|
||||
|
||||
Reference in New Issue
Block a user