fix conflicting ScreenMessage IDs by automatically generating unique values

This commit is contained in:
Chris Danford
2005-03-23 08:48:38 +00:00
parent 659def4479
commit 880e42e1d3
46 changed files with 881 additions and 904 deletions
+5 -5
View File
@@ -17,7 +17,7 @@ const int NUM_SCORE_DIGITS = 9;
#define MAX_COMBO_NUM_DIGITS THEME->GetMetricI("ScreenEvaluation","MaxComboNumDigits")
const ScreenMessage SM_GotEval = ScreenMessage(SM_User+6);
const AutoScreenMessage SM_GotEval;
REGISTER_SCREEN_CLASS( ScreenNetEvaluation );
ScreenNetEvaluation::ScreenNetEvaluation (const CString & sClassName) : ScreenEvaluation( sClassName )
@@ -124,9 +124,8 @@ void ScreenNetEvaluation::MenuDown( PlayerNumber pn, const InputEventType type )
void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
if( SM == SM_GotEval )
{
case SM_GotEval:
m_bHasStats = true;
LOG->Trace("SMNETDebug:%d,%d",m_iActivePlayers,NSMAN->m_ActivePlayers);
@@ -167,9 +166,10 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
LOG->Trace("SMNETCheckpoint%d",i);
}
return; //no need to let ScreenEvaluation get ahold of this.
case SM_GoToNextScreen:
}
else if( SM == SM_GoToNextScreen )
{
NSMAN->ReportNSSOnOff( 4 );
break;
}
ScreenEvaluation::HandleScreenMessage( SM );
}