fix duplicate start sounds

don't BeginFadingOut if the selected choice doesn't specify a screen
This commit is contained in:
Chris Danford
2005-01-08 09:50:59 +00:00
parent 58e31666da
commit 9415cea26a
5 changed files with 49 additions and 30 deletions
+7 -2
View File
@@ -180,7 +180,7 @@ bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventTy
return false;
}
bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
bool Screen::JoinInput( const MenuInput &MenuI )
{
if( !GAMESTATE->PlayersCanJoin() )
return false;
@@ -206,7 +206,12 @@ bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, c
else
GAMESTATE->m_iCoins -= iCoinsToCharge;
SCREENMAN->PlayStartSound();
// HACK: Only play start sound for the 2nd player who joins. The
// start sound for the 1st player will be played by ScreenTitleMenu
// when the player makes a selection on the screen.
if( GAMESTATE->GetNumSidesJoined() > 0 )
SCREENMAN->PlayStartSound();
GAMESTATE->JoinPlayer( MenuI.player );
// don't load memory card profiles here. It's slow and can cause a big skip.