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Fix being able to mismatch summary and menu color
You were able to mismatch the color of the quicksave/telesave summary and the text/background by pressing Esc when in the "continue" menu, then pressing ACTION on "no, return". This commit fixes that bug by putting the map.settowercolour(3) inside the Menu::continuemenu creation code itself. However, since the Menu::youwannaquit code does map.nexttowercolour() right after it does the game.createmenu(), we also need to put the map.nexttowercolour() before the game.createmenu() beforehand so it doesn't mess up the cyan color that Menu::continuemenu sets. Additionally, I removed the map.settowercolour() from the input handling of Menu::play, as it's superfluous.
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parent
250be2dbb7
commit
224585d774
2 changed files with 2 additions and 2 deletions
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@ -7028,6 +7028,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
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menuyoff = 10;
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menuyoff = 10;
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break;
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break;
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case Menu::continuemenu:
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case Menu::continuemenu:
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map.settowercolour(3);
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option("continue from teleporter");
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option("continue from teleporter");
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option("continue from quicksave");
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option("continue from quicksave");
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option("return to play menu");
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option("return to play menu");
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@ -363,8 +363,8 @@ void menuactionpress()
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break;
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break;
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default:
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default:
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music.playef(11);
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music.playef(11);
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map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
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game.createmenu(game.previousmenuname);
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game.createmenu(game.previousmenuname);
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map.nexttowercolour();
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}
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}
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break;
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break;
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case Menu::setinvincibility:
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case Menu::setinvincibility:
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@ -871,7 +871,6 @@ void menuactionpress()
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music.playef(11);
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music.playef(11);
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game.loadsummary(); //Prepare save slots to display
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game.loadsummary(); //Prepare save slots to display
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game.createmenu(Menu::continuemenu);
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game.createmenu(Menu::continuemenu);
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map.settowercolour(3);
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}
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}
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}
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}
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else if (game.currentmenuoption == 1 && game.unlock[8])
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else if (game.currentmenuoption == 1 && game.unlock[8])
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