merge m_fLockInputSecs's
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@@ -40,6 +40,8 @@ void Screen::Init()
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{
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ALLOW_OPERATOR_MENU_BUTTON.Load( m_sName, "AllowOperatorMenuButton" );
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m_fLockInputSecs = 0;
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SetFOV( 0 );
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m_smSendOnPop = SM_None;
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@@ -79,6 +81,8 @@ void Screen::BeginScreen()
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void Screen::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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m_fLockInputSecs = max( 0, m_fLockInputSecs-fDeltaTime );
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/*
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* We need to ensure two things:
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@@ -82,6 +82,8 @@ protected:
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RString m_sNextScreen;
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ScreenMessage m_smSendOnPop;
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float m_fLockInputSecs;
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public:
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RString GetNextScreen() const;
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RString GetPrevScreen() const;
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@@ -484,8 +484,6 @@ void ScreenOptions::Update( float fDeltaTime )
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{
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//LOG->Trace( "ScreenOptions::Update(%f)", fDeltaTime );
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m_fLockInputSecs = max( 0, m_fLockInputSecs-fDeltaTime );
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ScreenWithMenuElements::Update( fDeltaTime );
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}
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@@ -103,7 +103,6 @@ protected: // derived classes need access to these
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int m_iFocusX[NUM_PLAYERS];
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bool m_bWasOnExit[NUM_PLAYERS];
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float m_fLockInputSecs;
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// TRICKY: People hold Start to get to PlayerOptions, then
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// the repeat events cause them to zip to the bottom. So, ignore
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@@ -27,7 +27,6 @@ ScreenSelectMaster::ScreenSelectMaster()
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{
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ZERO( m_iChoice );
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ZERO( m_bChosen );
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m_fLockInputSecs = 0;
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}
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void ScreenSelectMaster::Init()
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@@ -274,7 +273,6 @@ void ScreenSelectMaster::BeginScreen()
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void ScreenSelectMaster::Update( float fDelta )
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{
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ScreenSelect::Update( fDelta );
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m_fLockInputSecs = max( 0, m_fLockInputSecs-fDelta );
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}
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void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM )
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@@ -91,7 +91,6 @@ protected:
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int m_iChoice[NUM_PLAYERS];
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bool m_bChosen[NUM_PLAYERS];
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float m_fLockInputSecs;
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MenuInput m_TrackingRepeatingInput;
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};
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