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