ignore inactive player inputs
This commit is contained in:
@@ -468,6 +468,9 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType sele
|
|||||||
if( m_Cancel.IsTransitioning() || m_Out.IsTransitioning() || m_fLockInputSecs > 0 )
|
if( m_Cancel.IsTransitioning() || m_Out.IsTransitioning() || m_fLockInputSecs > 0 )
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if( !GAMESTATE->IsHumanPlayer(MenuI.player) )
|
||||||
|
return;
|
||||||
|
|
||||||
if( selectType == IET_RELEASE )
|
if( selectType == IET_RELEASE )
|
||||||
{
|
{
|
||||||
switch( MenuI.button )
|
switch( MenuI.button )
|
||||||
|
|||||||
Reference in New Issue
Block a user