This commit is contained in:
Glenn Maynard
2003-09-11 03:19:11 +00:00
parent c5e4284dbd
commit 39315b726b
+7 -7
View File
@@ -568,14 +568,14 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type
// if we are in dedicated menubutton input and arcade navigation // if we are in dedicated menubutton input and arcade navigation
// check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held // check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held
if( (MenuI.IsValid()) && (MenuI.button == MENU_BUTTON_START) && if( MenuI.IsValid() && MenuI.button == MENU_BUTTON_START &&
(PREFSMAN->m_bArcadeOptionsNavigation) && PREFSMAN->m_bArcadeOptionsNavigation &&
(PREFSMAN->m_bOnlyDedicatedMenuButtons) && PREFSMAN->m_bOnlyDedicatedMenuButtons &&
(GAMESTATE->m_CurStyle != STYLE_INVALID) && GAMESTATE->m_CurStyle != STYLE_INVALID &&
(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ) && INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) &&
(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) ) ) INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) )
{ {
((Screen*)this)->MenuUp( MenuI.player, type ); Screen::MenuUp( MenuI.player, type );
return; return;
} }