use input.pn

This commit is contained in:
Glenn Maynard
2006-09-13 10:11:36 +00:00
parent aeb9c89191
commit cbfebb16bb
4 changed files with 17 additions and 17 deletions
+5 -5
View File
@@ -346,16 +346,16 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
return; // ignore
const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
if( iCol != Column_INVALID && m_bStillEnteringName[input.MenuI.player])
if( iCol != Column_INVALID && m_bStillEnteringName[input.pn] )
{
int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
int iStringIndex = m_ColToStringIndex[input.pn][iCol];
if( iStringIndex != -1 )
{
m_ReceptorArrowRow[input.MenuI.player].Step( iCol, TNS_W1 );
m_ReceptorArrowRow[input.pn].Step( iCol, TNS_W1 );
m_soundStep.Play();
char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
m_textSelectedChars[input.MenuI.player][iCol].SetText( ssprintf("%c",c) );
m_sSelectedName[input.MenuI.player][iStringIndex] = c;
m_textSelectedChars[input.pn][iCol].SetText( ssprintf("%c",c) );
m_sSelectedName[input.pn][iStringIndex] = c;
}
}