hack should no longer be needed, because Screen:Init() is split out and
we can call FinishStage in SSMusic first
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@@ -1351,12 +1351,7 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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case stage:
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if( m_bTryExtraStage || !(GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) )
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{
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/* Finish the stage before moving on, so the stage counter will be correct
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* for ScreenSelectMusic code which is called before the ctor. Grab NEXT_SCREEN
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* first, NEXT_SCREEN is a Lua script that depends on the stage counter. */
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CString sNextScreen = NEXT_SCREEN;
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GAMESTATE->FinishStage();
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SCREENMAN->SetNewScreen( sNextScreen );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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