Fix issue when holding back would cause slowdowns on the final eval screen and would result in a ton of StageStats being pushed onto m_vPassedStageStats

This commit is contained in:
Laurence Hartje
2003-02-03 00:36:53 +00:00
parent be2bec1401
commit 81c04f883a
2 changed files with 8 additions and 2 deletions
+1 -1
View File
@@ -54,7 +54,7 @@ public:
void TweenOnScreenFromBlack( ScreenMessage smSendWhenDone );
void TweenOffScreenToBlack( ScreenMessage smSendWhenDone, bool bPlayBackSound );
bool IsClosing() { return m_Wipe.IsClosing() || m_KeepAlive.IsClosing(); };
bool IsClosing() { return m_Wipe.IsClosing() || m_KeepAlive.IsClosing() || m_Invisible.IsClosing(); };
protected:
void TweenTopLayerOnScreen(float tm=-1);
+7 -1
View File
@@ -821,12 +821,18 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
}
}
else if( m_ResultMode == RM_ARCADE_SUMMARY )
{
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
//Don't want to update song stats again.... If the else case is supposed to handle this, then add
//the return to the else case, and remove this case.
return;
}
else
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
}
GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
}