This commit is contained in:
Glenn Maynard
2004-05-08 06:19:14 +00:00
parent fbba857df4
commit 3c5e4c6af8
2 changed files with 4 additions and 11 deletions
+1 -8
View File
@@ -292,14 +292,7 @@ void ScreenSelectCourse::HandleScreenMessage( const ScreenMessage SM )
case SM_AllowOptionsMenuRepeat:
m_bAllowOptionsMenuRepeat = true;
break;
case SM_MenuTimer:
MenuStart(PLAYER_1);
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextScreen:
// find out if the Next button is being held down on any of the pads
bool bIsHoldingNext;
bIsHoldingNext = false;
@@ -316,7 +309,7 @@ void ScreenSelectCourse::HandleScreenMessage( const ScreenMessage SM )
else
SCREENMAN->SetNewScreen( "ScreenStage" );
break;
return;
case SM_SongChanged:
AfterCourseChange();
break;
+3 -3
View File
@@ -979,14 +979,14 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
m_MusicWheel.StartRandom();
MenuStart(PLAYER_INVALID);
}
break;
return;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( PREV_SCREEN );
/* We may have stray SM_SongChanged messages from the music wheel. We can't
* handle them anymore, since the title menu (and attract screens) reset
* the game state, so just discard them. */
ClearMessageQueue();
break;
return;
case SM_BeginFadingOut:
/* XXX: yuck. Later on, maybe this can be done in one BGA with lua ... */
if( m_bGoToOptions )
@@ -1005,7 +1005,7 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
SOUND->StopMusic();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
}
break;
return;
case SM_SongChanged:
AfterMusicChange();
break;