Commit 3bd3d4bb authored by Gerhard Stein's avatar Gerhard Stein

More menu fixups

parent 8f6ec9c0
......@@ -73,7 +73,7 @@ public:
CControlsettings::CControlsettings( const int selectedPlayer ) :
CBaseMenu( CRect<float>(0.01f, (1.0f-(MAX_COMMANDS+2)*0.06f)*0.5f, 0.98f,(MAX_COMMANDS+2)*0.06f) ),
CBaseMenu( CRect<float>(0.1f, 0.24f, 0.8f, 0.4f) ),
mSelectedPlayer(selectedPlayer)
{
CGUIButton *button;
......
......@@ -289,7 +289,7 @@ void CEGASprit::LoadSpecialSprites( std::vector<CSprite> &sprite )
void CEGASprit::DerivePlayerSprites( std::vector<CSprite> &sprites )
{
// create the sprites for player 2, 3 and 4
for(size_t i=0;i<48;i++)
for( size_t i=0 ; i<48 ; i++ )
{
size_t s = SECOND_PLAYER_BASEFRAME+i;
sprites.at(i).copy( sprites.at(s), g_pGfxEngine->Palette.m_Palette );
......
......@@ -183,10 +183,6 @@ void CPlayGameVorticon::process()
if(g_pGfxEngine->Palette.in_progress())
g_pGfxEngine->Palette.applyFade();
if( g_pBehaviorEngine->paused() )
return;
if( m_MessageBoxes.empty() && !StatusScreenOpen() ) // Game is not paused, no messages have to be shown and no menu is open
{
if (!mp_Finale) // Hasn't the game yet been finished?
......@@ -194,21 +190,26 @@ void CPlayGameVorticon::process()
// Perform AIs
mp_ObjectAI->process();
/// The following functions must be worldmap dependent
if( m_Level == WORLD_MAP_LEVEL_VORTICON )
processOnWorldMap();
else
processInLevel();
// Does one of the players need to pause the game?
for( int i=0 ; i<m_NumPlayers ; i++ )
if( !g_pBehaviorEngine->paused() )
{
// Did he open the status screen?
/*if(m_Player[i].m_showStatusScreen)
/// The following functions must be worldmap dependent
if( m_Level == WORLD_MAP_LEVEL_VORTICON )
processOnWorldMap();
else
processInLevel();
// Does one of the players need to pause the game?
for( int i=0 ; i<m_NumPlayers ; i++ )
{
// Did he open the status screen?
/*if(m_Player[i].m_showStatusScreen)
m_paused = true; // this is processed in processPauseDialogs!*/
if(!m_Player[0].pdie)
m_Player[0].processCamera();
if(!m_Player[0].pdie)
m_Player[0].processCamera();
}
}
}
else // In this case the Game has been finished, goto to the cutscenes
......
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