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.)

This commit is contained in:
Glenn Maynard
2005-07-07 20:16:02 +00:00
parent f75a253544
commit e956001268
+5 -2
View File
@@ -61,8 +61,11 @@ void ScreenSelectCharacter::Init()
vector<Character*> 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 )
{