From d9184b84b3eadd91011785cada30dc097fedcddd Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 15 Jun 2006 07:02:03 +0000 Subject: [PATCH] don't crash if a button is pressed that's not directly mapped in the current mode (eg. EDIT_BUTTON_ADJUST_FINE) --- stepmania/src/ScreenEdit.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/stepmania/src/ScreenEdit.cpp b/stepmania/src/ScreenEdit.cpp index 24fe33ee29..b2f3d609d7 100644 --- a/stepmania/src/ScreenEdit.cpp +++ b/stepmania/src/ScreenEdit.cpp @@ -1135,7 +1135,6 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB ) switch( EditB ) { - DEFAULT_FAIL( EditB ); case EDIT_BUTTON_COLUMN_0: case EDIT_BUTTON_COLUMN_1: case EDIT_BUTTON_COLUMN_2: @@ -1928,7 +1927,6 @@ void ScreenEdit::InputRecordPaused( const InputEventPlus &input, EditButton Edit switch( EditB ) { - DEFAULT_FAIL( EditB ); case EDIT_BUTTON_UNDO: /* We've already actually committed changes to m_NoteDataEdit, so all we have * to do to undo is Undo() as usual, and copy the note data back in. */ @@ -1982,7 +1980,6 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB ) switch( EditB ) { - DEFAULT_FAIL( EditB ); case EDIT_BUTTON_RETURN_TO_EDIT: /* When exiting play mode manually, leave the cursor where it is. */ m_fBeatToReturnTo = GAMESTATE->m_fSongBeat;