fix conflicting ScreenMessage IDs by automatically generating unique values
This commit is contained in:
@@ -29,12 +29,12 @@
|
||||
|
||||
|
||||
// received while STATE_DANCING
|
||||
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
|
||||
const AutoScreenMessage SM_NotesEnded;
|
||||
|
||||
const ScreenMessage SM_Ready = ScreenMessage(SM_User+12);
|
||||
const AutoScreenMessage SM_Ready;
|
||||
|
||||
const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+22);
|
||||
const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+23);
|
||||
const AutoScreenMessage SM_GoToStateAfterCleared;
|
||||
const AutoScreenMessage SM_GoToScreenAfterBack;
|
||||
|
||||
|
||||
REGISTER_SCREEN_CLASS( ScreenGameplayMultiplayer );
|
||||
@@ -606,30 +606,28 @@ void ScreenGameplayMultiplayer::StageFinished( bool bBackedOut )
|
||||
void ScreenGameplayMultiplayer::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
|
||||
switch( SM )
|
||||
if( SM == SM_Ready )
|
||||
{
|
||||
case SM_Ready:
|
||||
GAMESTATE->m_bPastHereWeGo = true;
|
||||
break;
|
||||
|
||||
case SM_NotesEnded:
|
||||
}
|
||||
else if( SM == SM_NotesEnded )
|
||||
{
|
||||
m_Out.StartTransitioning( SM_GoToStateAfterCleared );
|
||||
break;
|
||||
|
||||
case SM_GoToScreenAfterBack:
|
||||
}
|
||||
else if( SM == SM_GoToScreenAfterBack )
|
||||
{
|
||||
StageFinished( true );
|
||||
|
||||
GAMESTATE->CancelStage();
|
||||
|
||||
SCREENMAN->DeletePreparedScreens();
|
||||
SCREENMAN->SetNewScreen( PREV_SCREEN );
|
||||
break;
|
||||
|
||||
case SM_GoToStateAfterCleared:
|
||||
}
|
||||
else if( SM == SM_GoToStateAfterCleared )
|
||||
{
|
||||
StageFinished( false );
|
||||
|
||||
SCREENMAN->SetNewScreen( NEXT_SCREEN );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user