input.pn
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@@ -2064,7 +2064,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( m_bPaused )
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{
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/* If we're paused, only accept MENU_BUTTON_START to unpause. */
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if( input.MenuI.IsValid() && GAMESTATE->IsHumanPlayer(input.MenuI.player) && input.MenuI.button == MENU_BUTTON_START && input.type == IET_FIRST_PRESS )
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if( input.MenuI.IsValid() && GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI.button == MENU_BUTTON_START && input.type == IET_FIRST_PRESS )
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{
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if( m_PauseController == GAME_CONTROLLER_INVALID || m_PauseController == input.GameI.controller )
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this->PauseGame( false );
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@@ -2074,7 +2074,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( input.MenuI.IsValid() &&
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m_DancingState != STATE_OUTRO &&
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GAMESTATE->IsHumanPlayer(input.MenuI.player) &&
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GAMESTATE->IsHumanPlayer(input.pn) &&
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(!GAMESTATE->m_bMultiplayer || input.mp == MultiPlayer_1) &&
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!m_Cancel.IsTransitioning() )
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{
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@@ -2121,7 +2121,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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(input.DeviceI.device==DEVICE_KEYBOARD && input.type==IET_REPEAT) ||
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(input.DeviceI.device!=DEVICE_KEYBOARD && INPUTFILTER->GetSecsHeld(input.DeviceI) >= 1.0f)) )
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{
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LOG->Trace("Player %i went back", input.MenuI.player+1);
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LOG->Trace("Player %i went back", input.pn+1);
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BeginBackingOutFromGameplay();
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}
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else if( PREFSMAN->m_bDelayedBack && input.type==IET_FIRST_PRESS )
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@@ -2164,7 +2164,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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//
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if( input.type==IET_FIRST_PRESS &&
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iCol != Column_INVALID &&
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GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
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GAMESTATE->IsHumanPlayer( input.pn ) )
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{
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AbortGiveUp( true );
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