separate slightly confusing logic - send COIN inputs with the normal input path

This commit is contained in:
Glenn Maynard
2006-11-21 19:04:24 +00:00
parent c4719461f9
commit 44bb231639
+4 -2
View File
@@ -143,14 +143,16 @@ void ScreenSelect::Input( const InputEventPlus &input )
m_timerIdleComment.GetDeltaTime(); m_timerIdleComment.GetDeltaTime();
m_timerIdleTimeout.GetDeltaTime(); m_timerIdleTimeout.GetDeltaTime();
/* Choices may change when more coins are inserted. */
if( input.MenuI == MENU_BUTTON_COIN && input.type == IET_FIRST_PRESS )
this->UpdateSelectableChoices();
// HACK: Don't process JoinInput on the TitleMenu. Otherwise, if the user presses start // HACK: Don't process JoinInput on the TitleMenu. Otherwise, if the user presses start
// on a choice that doesn't move to a new screen, the player will be joined and the // on a choice that doesn't move to a new screen, the player will be joined and the
// user will still be on the title menu. // user will still be on the title menu.
bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT; bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT;
if( input.MenuI == MENU_BUTTON_COIN || if( bAllowJoinInput && input.MenuI == MENU_BUTTON_START && Screen::JoinInput(input.pn) )
(bAllowJoinInput && input.MenuI == MENU_BUTTON_START && Screen::JoinInput(input.pn)) )
{ {
if( input.type == IET_FIRST_PRESS ) if( input.type == IET_FIRST_PRESS )
this->UpdateSelectableChoices(); this->UpdateSelectableChoices();