fix "ActiveAttackDisplay carries over into the next song even if the mod has ended"

This commit is contained in:
Chris Danford
2004-07-30 07:18:21 +00:00
parent 7255f15f9d
commit ca8e677ebd
3 changed files with 9 additions and 3 deletions
+7 -1
View File
@@ -849,8 +849,10 @@ void ScreenGameplay::LoadNextSong()
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
g_CurStageStats.pSong = GAMESTATE->m_pCurSong;
// No need to do this here. We do it in SongFinished().
//GAMESTATE->RemoveAllActiveAttacks();
// Restore the player's originally selected options.
GAMESTATE->RemoveAllActiveAttacks();
GAMESTATE->RestoreSelectedOptions();
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
@@ -1912,6 +1914,8 @@ void ScreenGameplay::SongFinished()
/* Extremely important: if we don't remove attacks before moving on to the next
* screen, they'll still be turned on eventually. */
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayer( p )
m_ActiveAttackList[p].Refresh();
}
void ScreenGameplay::StageFinished( bool bBackedOut )
@@ -2049,6 +2053,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_DancingState = STATE_OUTRO;
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayer( p )
m_ActiveAttackList[p].Refresh();
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );