Merge pull request #486 from kyzentun/mute_actions
Toggle key for muting actions
This commit is contained in:
+26
-26
@@ -492,7 +492,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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m_bGoToOptions = true;
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if( PLAY_SOUND_ON_ENTERING_OPTIONS_MENU )
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m_soundStart.Play();
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m_soundStart.Play(true);
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this->PlayCommand( "ShowEnteringOptions" );
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// Re-queue SM_BeginFadingOut, since ShowEnteringOptions may have
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@@ -573,7 +573,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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if( MODE_MENU_AVAILABLE )
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m_MusicWheel.NextSort();
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else
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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break;
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default: break;
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}
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@@ -679,14 +679,14 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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if (input.MenuI == m_GameButtonPreviousDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, -1 );
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}
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else if( input.MenuI == m_GameButtonNextDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, +1 );
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}
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@@ -705,7 +705,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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if(input.MenuI == m_GameButtonPreviousGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
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@@ -718,7 +718,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if(input.MenuI == m_GameButtonNextGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToNextGroup();
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@@ -740,7 +740,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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if( input.MenuI == m_GameButtonPreviousSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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m_SelectionState = SelectionState_SelectingSong;
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@@ -752,7 +752,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if( input.MenuI == m_GameButtonNextSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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m_SelectionState = SelectionState_SelectingSong;
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@@ -765,7 +765,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if( input.MenuI == m_GameButtonPreviousDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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m_SelectionState = SelectionState_SelectingSong;
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@@ -776,7 +776,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if( input.MenuI == m_GameButtonNextDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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m_SelectionState = SelectionState_SelectingSong;
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@@ -788,7 +788,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if(input.MenuI == m_GameButtonPreviousGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
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@@ -802,7 +802,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if(input.MenuI == m_GameButtonNextGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToNextGroup();
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@@ -824,14 +824,14 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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if( input.MenuI == m_GameButtonPreviousSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, -1 );
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}
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else if( input.MenuI == m_GameButtonNextSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, +1 );
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}
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@@ -839,7 +839,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
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else if( input.MenuI == GAME_BUTTON_MENUUP || input.MenuI == GAME_BUTTON_MENUDOWN ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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// XXX: should this be called "TwoPartCancelled"?
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@@ -869,14 +869,14 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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if( CodeDetector::EnteredPrevSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, -1 );
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}
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else if( CodeDetector::EnteredNextSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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ChangeSteps( input.pn, +1 );
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}
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@@ -885,19 +885,19 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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if( MODE_MENU_AVAILABLE )
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m_MusicWheel.ChangeSort( SORT_MODE_MENU );
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else
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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}
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else if( CodeDetector::EnteredNextSort(input.GameI.controller) )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else if( !GAMESTATE->IsCourseMode() )
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// Only change sorts in non-course mode
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m_MusicWheel.NextSort();
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}
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else if( !GAMESTATE->IsAnExtraStageAndSelectionLocked() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) )
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{
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m_soundOptionsChange.Play();
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m_soundOptionsChange.Play(true);
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Message msg( "PlayerOptionsChanged" );
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msg.SetParam( "PlayerNumber", input.pn );
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@@ -908,7 +908,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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else if( CodeDetector::EnteredNextGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToNextGroup();
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@@ -921,7 +921,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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else if( CodeDetector::EnteredPrevGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
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@@ -934,7 +934,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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m_soundLocked.Play(true);
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else
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{
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RString sCurSection = m_MusicWheel.GetSelectedSection();
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@@ -1377,7 +1377,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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if( !bAllPlayersDoneSelectingSteps )
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{
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m_bStepsChosen[pn] = true;
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m_soundStart.Play();
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m_soundStart.Play(true);
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// impldiff: Pump it Up Pro uses "StepsSelected". -aj
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Message msg("StepsChosen");
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@@ -1403,7 +1403,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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Message msg( "Start" + SelectionStateToString(m_SelectionState) );
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MESSAGEMAN->Broadcast( msg );
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m_soundStart.Play();
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m_soundStart.Play(true);
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// If the MenuTimer has forced us to move on && TWO_PART_CONFIRMS_ONLY,
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// set Selection State to finalized and move on.
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@@ -1425,7 +1425,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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{
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m_bStepsChosen[p] = true;
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// Don't play start sound. We play it again below on finalized
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//m_soundStart.Play();
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//m_soundStart.Play(true);
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Message lMsg("StepsChosen");
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lMsg.SetParam( "Player", p );
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