From 69337009b8762e934987168737972e50b37acd21 Mon Sep 17 00:00:00 2001 From: Misa Date: Sun, 6 Sep 2020 04:28:18 -0700 Subject: [PATCH] Remove fademode conditional from map screen There's not really any good reason to prevent this action during a fade animation. That just makes the fade timer one more potential contributor to a softlock. I'm leaving the fademode conditional on the Time Trial quick restart, though - removing it would mean being able to quick restart during a fade-in, and thus being able to spam Enter over and over to keep re-starting the fade animation, which looks goofy. --- desktop_version/src/Input.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 10f77730..efc7704b 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -2018,7 +2018,7 @@ void gameinput() graphics.oldmenuoffset -= 10; } } - else if (game.intimetrial && graphics.fademode==0) + else if (game.intimetrial && graphics.fademode == 0) { //Quick restart of time trial graphics.fademode = 2; @@ -2026,7 +2026,11 @@ void gameinput() music.fadeout(); game.quickrestartkludge = true; } - else if (graphics.fademode==0) + else if (game.intimetrial) + { + //Do nothing if we're in a Time Trial but a fade animation is playing + } + else { //Normal map screen, do transition later game.gamestate = MAPMODE;