Hack: if late joining on music select, often a themer will want to perform some sort of action. Using PlayerJoined keeps the actor lurking/leaking for each game, this overcomes the problem by localising the command.
This commit is contained in:
@@ -796,6 +796,12 @@ void ScreenSelectMusic::HandleMessage( const Message &msg )
|
|||||||
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
|
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
|
||||||
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
|
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// hack-hack: if using a sound in a lua script which plays on PlayerJoined
|
||||||
|
// a copy of the sound ends up floating forever more (thus leaking through
|
||||||
|
// each game play) using a localised version of the join command seems
|
||||||
|
// to overcome this.
|
||||||
|
this->PlayCommand( "SSMPlayerJoined" );
|
||||||
}
|
}
|
||||||
|
|
||||||
ScreenWithMenuElements::HandleMessage( msg );
|
ScreenWithMenuElements::HandleMessage( msg );
|
||||||
|
|||||||
Reference in New Issue
Block a user