Switching to double style shouldn't join the other player. It isn't necessary for input, the engine ScreenSelectMusic doesn't do it, and it forces a theme with custom SSM and style changing to unjoin the player that wasn't really joined.

This commit is contained in:
Kyzentun
2014-03-13 20:14:21 -06:00
parent 27dc958970
commit cc58f43567
+2 -2
View File
@@ -529,7 +529,7 @@ bool GameCommand::IsPlayable( RString *why ) const
/* If both sides are joined, disallow singles modes, since easy to select /* If both sides are joined, disallow singles modes, since easy to select
* them accidentally, instead of versus mode. */ * them accidentally, instead of versus mode. */
if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide && if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
GAMESTATE->GetNumSidesJoined() > 1 ) GAMESTATE->GetNumPlayersEnabled() > 1 )
{ {
if( why ) if( why )
*why = "too many players joined for ONE_PLAYER_ONE_CREDIT"; *why = "too many players joined for ONE_PLAYER_ONE_CREDIT";
@@ -669,9 +669,9 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
switch( m_pStyle->m_StyleType ) switch( m_pStyle->m_StyleType )
{ {
case StyleType_OnePlayerOneSide: case StyleType_OnePlayerOneSide:
case StyleType_OnePlayerTwoSides:
break; break;
case StyleType_TwoPlayersTwoSides: case StyleType_TwoPlayersTwoSides:
case StyleType_OnePlayerTwoSides:
case StyleType_TwoPlayersSharedSides: case StyleType_TwoPlayersSharedSides:
{ {
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )