if button is GameButton_Invalid, don't set controller either

This commit is contained in:
Glenn Maynard
2006-11-21 06:57:07 +00:00
parent 05d17f5362
commit 5bfcb8b1c1
+6 -2
View File
@@ -963,12 +963,16 @@ void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, Gam
GameButton button[2] = { m_DedicatedMenuButton[MenuI], m_SecondaryMenuButton[MenuI] }; GameButton button[2] = { m_DedicatedMenuButton[MenuI], m_SecondaryMenuButton[MenuI] };
int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2; int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
int iOut = 0;
for( size_t i=0; i<controller.size(); i++ ) for( size_t i=0; i<controller.size(); i++ )
{ {
for( int j=0; j<iNumButtonsUsing; j++ ) for( int j=0; j<iNumButtonsUsing; j++ )
{ {
GameIout[i*2+j].controller = controller[i]; if( button[j] == GameButton_Invalid )
GameIout[i*2+j].button = button[j]; continue;
GameIout[iOut].controller = controller[i];
GameIout[iOut].button = button[j];
++iOut;
} }
} }
} }