when a 2nd player joins, remove double steps from the list. They're no longer playable with 2 players joined.
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@@ -298,6 +298,9 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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// Handle late joining
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if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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{
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// refresh the steps list so that 2-side StepsTypes will be removed since they're no longer playable
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AfterMusicChange();
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int iSel = 0;
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PlayerNumber pn = input.pn;
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m_iSelection[pn] = iSel;
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@@ -311,6 +314,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
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GAMESTATE->m_pCurSteps[pn].Set( pSteps );
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}
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return; // don't handle this press again below
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}
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@@ -1058,7 +1062,7 @@ void ScreenSelectMusic::AfterMusicChange()
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m_fSampleStartSeconds = pSong->m_fMusicSampleStartSeconds;
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m_fSampleLengthSeconds = pSong->m_fMusicSampleLengthSeconds;
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SongUtil::GetPossibleSteps( pSong, m_vpSteps );
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SongUtil::GetPlayableSteps( pSong, m_vpSteps );
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if ( PREFSMAN->m_bShowBanners )
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g_sBannerPath = pSong->GetBannerPath();
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