Fix crash with one character.

This commit is contained in:
Glenn Maynard
2003-07-31 22:49:22 +00:00
parent 7deffd2de4
commit d6c88f2c3c
+12 -9
View File
@@ -52,15 +52,18 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
// Display character // Display character
int iRnd; if( GAMESTATE->m_pCharacters.size() )
iRnd = rand() % (GAMESTATE->m_pCharacters.size()-1);
if( iRnd != 0 )
{ {
m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() ); int iRnd;
m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() ); iRnd = rand() % ( GAMESTATE->m_pCharacters.size() );
m_mCharacter.SetZoom(20); if( iRnd != 0 )
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); 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: case SM_BeginFadingOut:
/* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens /* 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; GAMESTATE->m_pCurSong = NULL;
break; break;
} }