Workaround: let P2 use P1's menu buttons for changing P2's own difficulty, but only when P1 isn't around.
This commit is contained in:
@@ -11,6 +11,7 @@
|
||||
#include "MenuTimer.h"
|
||||
#include "NetworkSyncManager.h"
|
||||
#include "RageUtil.h"
|
||||
#include "GameState.h"
|
||||
|
||||
#define CHATINPUT_WIDTH THEME->GetMetricF(m_sName,"ChatInputBoxWidth")
|
||||
#define CHATINPUT_HEIGHT THEME->GetMetricF(m_sName,"ChatInputBoxHeight")
|
||||
@@ -169,7 +170,12 @@ void ScreenNetSelectBase::Input( const DeviceInput& DeviceI, const InputEventTyp
|
||||
m_sTextInput += c;
|
||||
UpdateTextInput();
|
||||
}
|
||||
if( c >= ' ' )
|
||||
|
||||
//Tricky: If both players are playing, allow the 2 button through to the keymapper
|
||||
if( c == '2' && GAMESTATE->IsPlayerEnabled( PLAYER_2 ) && GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
|
||||
break;
|
||||
|
||||
if( c >= ' ' )
|
||||
return;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -339,6 +339,14 @@ void ScreenNetSelectMusic::MenuUp( PlayerNumber pn, const InputEventType type )
|
||||
|
||||
void ScreenNetSelectMusic::MenuDown( PlayerNumber pn, const InputEventType type )
|
||||
{
|
||||
/*Tricky: If we have a player on player 2, and there is only
|
||||
player 2, allow them to use player 1's controls to change
|
||||
their difficulty. */
|
||||
|
||||
if ( GAMESTATE->IsPlayerEnabled( PLAYER_2 ) &&
|
||||
!GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
|
||||
pn = PLAYER_2;
|
||||
|
||||
if ( GAMESTATE->m_pCurSong == NULL )
|
||||
return;
|
||||
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
||||
|
||||
Reference in New Issue
Block a user