Restricts which keys will trigger a fadeout from SuperMelee summary

Incidentally fixes bug #547.  The related bug #455 is still live.


git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2113 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
mcmartin
2005-12-25 05:05:45 +00:00
parent 0d8ac86eab
commit b38ef3cdb6
2 changed files with 7 additions and 4 deletions
+2
View File
@@ -1,4 +1,6 @@
Changes towards version 0.5: Changes towards version 0.5:
- Only SELECT and CANCEL trigger the fade-to-black at the end of a
Super Melee, solving the issue in bug #547 - Michael
- Admiral ZEX is no longer referred to as "Commander" or "Zex" (bug - Admiral ZEX is no longer referred to as "Commander" or "Zex" (bug
#811) - Michael #811) - Michael
- Keypress status is not reset when entering battle mode (solves - Keypress status is not reset when entering battle mode (solves
+5 -4
View File
@@ -299,18 +299,19 @@ GetMeleeStarShip (STARSHIPPTR LastStarShipPtr, COUNT which_player)
SetContext (OldContext); SetContext (OldContext);
UnlockMutex (GraphicsLock); UnlockMutex (GraphicsLock);
PressState = AnyButtonPress (TRUE); PressState = PulsedInputState.key[KEY_MENU_SELECT] || PulsedInputState.key[KEY_MENU_CANCEL];
do do
{ {
ButtonState = AnyButtonPress (TRUE); UpdateInputState ();
ButtonState = PulsedInputState.key[KEY_MENU_SELECT] || PulsedInputState.key[KEY_MENU_CANCEL];
if (PressState) if (PressState)
{ {
PressState = ButtonState; PressState = ButtonState;
ButtonState = FALSE; ButtonState = FALSE;
} }
} while (!ButtonState } while (!(GLOBAL (CurrentActivity) & CHECK_ABORT) && (!ButtonState
&& (!(PlayerControl[0] & PlayerControl[1] & PSYTRON_CONTROL) && (!(PlayerControl[0] & PlayerControl[1] & PSYTRON_CONTROL)
|| (TaskSwitch (), GetTimeCounter ()) < TimeOut)); || (TaskSwitch (), GetTimeCounter ()) < TimeOut)));
LockMutex (GraphicsLock); LockMutex (GraphicsLock);