reset the gamestate when the screen is done. (this is the proper way to clear the modifiers and flags we set in this screen)

This commit is contained in:
Thad Ward
2003-08-25 15:57:52 +00:00
parent 18ad6a4605
commit 56dc2e40fd
+4 -8
View File
@@ -169,7 +169,8 @@ void ScreenHowToPlay::Update( float fDelta )
}
else
{
// HowToPlay animations.. This will be retimed soon to be a reasonable speed. This was just a quick'n'dirty way of showing this screen correctly.
/* HowToPlay animations.. This will be retimed soon to be a reasonable speed.
This was just a quick'n'dirty way of showing this screen correctly. */
// Until we get a better HowToPlay animation done, it has to be this way..
if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) )
{
@@ -213,13 +214,8 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut:
/* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens
* after the ctor of the next screen; we don't want to mess with its state. */
GAMESTATE->m_pCurSong = NULL;
/* turn the blind modifier back off so the demo screen doesn't have it on */
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fBlind = 0;
case SM_GoToNextScreen:
GAMESTATE->Reset();
break;
}
ScreenAttract::HandleScreenMessage( SM );