Glenn Maynard 2e1705ac46 This is a bit spaghetti right now, and this is compounding it further, so let's
look at all the cases:

Generic ScreenSelect, eg. ScreenSelectStyle:
 A non-joined player START press can join.  On successful join, discard the
 input; the start press that joins the player should not also make a selection
 on the menu.   Non-joined players can make no other inputs.  (ALLOW_DISABLED_PLAYER_INPUT
 is false.)
  - on start press
    - attempt to join the player; if successful:
     - play start sound (normally done by the derived class, eg. ScreenSelectMaster::MenuStart,
       but we're not going there)
     - return, so this start press that just joined the player doesn't also make a selection
    - any other button, return and ignore the press ("block input of disabled players")
  - on any other button press, just ignore it

ScreenJoin:
 Pressing start on a non-joined player joins the player, and unlike the generic case,
 it also passes the start press on as input, selecting the default option and starting the
 game.  (ALLOW_DISABLED_PLAYER_INPUT is true.)

 We don't have any visible menu selections, so other player inputs don't matter.
  - This screen assumes that a player can join, and that the first successful join
    will move on.  Pressing start and having it not join has never been tested or
    used, and in fact crashes: it'll be passed on as a selection, and
    SM_BeginFadingOut dies, because m_MasterPlayerNumber is invalid.
 
ScreenTitleMenu:
 Like SJoin, pressing start will select the current option and start the game.  Unlike
 SJoin, this screen has options; arrow key inputs on a non-joined player must be
 passed on, so the cursor can be moved.  (ALLOW_DISABLED_PLAYER_INPUT is true.)

This "always joins" assumption is bad, and was probably never intended.  Fix by
never allowing start on a non-joined player (unless the start just joined the
player, in which case he'll be joined by the time of this check).
2008-06-11 22:13:26 +00:00
2008-02-23 02:37:24 +00:00
S
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