Fix crash with one character.
This commit is contained in:
@@ -52,15 +52,18 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
|
||||
|
||||
|
||||
// Display character
|
||||
int iRnd;
|
||||
iRnd = rand() % (GAMESTATE->m_pCharacters.size()-1);
|
||||
if( iRnd != 0 )
|
||||
if( GAMESTATE->m_pCharacters.size() )
|
||||
{
|
||||
m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() );
|
||||
m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() );
|
||||
m_mCharacter.SetZoom(20);
|
||||
m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,100;Y,425");
|
||||
this->AddChild(&m_mCharacter);
|
||||
int iRnd;
|
||||
iRnd = rand() % ( GAMESTATE->m_pCharacters.size() );
|
||||
if( iRnd != 0 )
|
||||
{
|
||||
m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() );
|
||||
m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() );
|
||||
m_mCharacter.SetZoom(20);
|
||||
m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,100;Y,425");
|
||||
this->AddChild(&m_mCharacter);
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
@@ -201,7 +204,7 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
case SM_BeginFadingOut:
|
||||
/* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens
|
||||
* after the actor of the next screen; we don't want to mess with its state. */
|
||||
* after the ctor of the next screen; we don't want to mess with its state. */
|
||||
GAMESTATE->m_pCurSong = NULL;
|
||||
break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user