fix transitions in ScreenGameplay

This commit is contained in:
Chris Danford
2003-03-12 03:44:55 +00:00
parent 4a239b0c35
commit 767894800b
6 changed files with 10 additions and 9 deletions
-3
View File
@@ -470,8 +470,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
if( !bDemonstration ) // only load if we're going to use it
{
m_soundFail.Load( THEME->GetPathTo("Sounds","ScreenGameplay failed") );
m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","ScreenGameplay extra") );
m_soundOniDie.Load( THEME->GetPathTo("Sounds","ScreenGameplay oni die") );
m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
@@ -1480,7 +1478,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// this->SendScreenMessage( SM_GoToScreenAfterFail, 0.2f );
// SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
m_soundFail.PlayRandom();
// make the background invisible so we don't waste power drawing it
m_Background.BeginTweening( 1 );