Remove duplicate code
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@@ -95,65 +95,12 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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{
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// LOG->Trace( "ScreenSelect::Input()" );
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if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
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if( Screen::JoinInput(DeviceI, type, GameI, MenuI, StyleI) )
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{
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PlayerNumber pn = MenuI.player;
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if( GAMESTATE->m_bPlayersCanJoin )
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{
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if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
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{
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/* I think JP should allow playing two-pad singleplayer modes (doubles),
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* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
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* That means we should leave player-entry logic alone and simply enable
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* couples mode if JP is on and only one person has clicked in. (However,
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* that means we'll display couples even if we don't really know if we have
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* a second pad, which is a little annoying.)
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*
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* Also, credit deduction should be handled in StepMania.cpp (along with
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* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
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* are other screens you can join (eg ScreenCaution). -glenn */
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/* Joint premium on a DDR machine does allow two player modes with a single
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* credit. -Chris
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*/
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/* Indeed, I can see three different premium settings here:
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AnyPlayersTwoCoins (2 coins for doubles and 2 coins for versus)
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OnePlayerOneCoin (1 coin for doubles, but 2 coins for versus (like pump and ez2))
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TwoPlayerOneCoin (1 coin for doubles / versus play)
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perhaps we should change the joint premium system to work this way?
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That way we can support all gametypes.
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*/
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if( PREFSMAN->m_iCoinMode == COIN_PAY )
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{
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if( !PREFSMAN->m_bJointPremium )
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{
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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/* Joint Premium is NOT enabled, and we do not have enough credits */
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return;
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}
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/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
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GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
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}
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}
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/* If credits had to be used, it's already taken care of.. add the player */
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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this->UpdateSelectableChoices();
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return;
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}
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}
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this->UpdateSelectableChoices();
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return;
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}
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// For some reason the menu likes to take 10 seconds to transition O_o
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// quite noticeable pause... and in the meantime the player is sitting there
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// wondering why their keys aren't working... even ESC... @_@
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if( m_Menu.IsTransitioning() )
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return;
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