From 56dc2e40fd24cc2792155f24ed46e9bb1da65fbc Mon Sep 17 00:00:00 2001 From: Thad Ward Date: Mon, 25 Aug 2003 15:57:52 +0000 Subject: [PATCH] reset the gamestate when the screen is done. (this is the proper way to clear the modifiers and flags we set in this screen) --- stepmania/src/ScreenHowToPlay.cpp | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) diff --git a/stepmania/src/ScreenHowToPlay.cpp b/stepmania/src/ScreenHowToPlay.cpp index b0b51755a3..e32d16f37a 100644 --- a/stepmania/src/ScreenHowToPlay.cpp +++ b/stepmania/src/ScreenHowToPlay.cpp @@ -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 );