diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index e46f4fd76c..7c65da0400 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -2131,11 +2131,13 @@ void ScreenGameplay::Input( const InputEventPlus &input ) (!GAMESTATE->m_bMultiplayer || input.mp == MultiPlayer_1) && !m_Cancel.IsTransitioning() ) { - /* Allow bailing out by holding the START button of all active players. This + /* + * Allow bailing out by holding the START button of all active players. This * gives a way to "give up" when a back button isn't available. Doing this is * treated as failing the song, unlike BACK, since it's always available. * - * However, if this is also a style button, don't do this. (pump center = start) */ + * However, if this is also a style button, don't do this. (pump center = start) + */ bool bHoldingGiveUp = false; bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && !input.StyleI.IsValid() ); bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && !input.StyleI.IsValid() ); @@ -2144,7 +2146,9 @@ void ScreenGameplay::Input( const InputEventPlus &input ) { /* No PREFSMAN->m_bDelayedEscape; always delayed. */ if( input.type==IET_RELEASE ) + { AbortGiveUp( true ); + } else if( input.type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() ) { m_textDebug.SetText( GIVE_UP_TEXT );