From e956001268c1fcd681a5f12d2eaf4b2d5b8d0f7d Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 7 Jul 2005 20:16:02 +0000 Subject: [PATCH] revert. This isn't ideal, but is perfectly valid and works fine. You can't SetNewScreen from the ctor, but you can post a message to SetNewScreen from the next update. (I don't know what "engine level" means; this is the highest level code, engine code is the lowest.) --- stepmania/src/ScreenSelectCharacter.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/stepmania/src/ScreenSelectCharacter.cpp b/stepmania/src/ScreenSelectCharacter.cpp index a80b7e5817..8dded8f746 100644 --- a/stepmania/src/ScreenSelectCharacter.cpp +++ b/stepmania/src/ScreenSelectCharacter.cpp @@ -61,8 +61,11 @@ void ScreenSelectCharacter::Init() vector apCharacters; GAMESTATE->GetCharacters( apCharacters ); - // We're not allowed to skip screens at the engine level; thow an assert instead. - ASSERT( apCharacters.empty() ); + if( apCharacters.empty() ) + { + this->PostScreenMessage( SM_GoToNextScreen, 0 ); + return; + } switch( GAMESTATE->m_PlayMode ) {