- Fixed: If an episode skips the skill menu, it should also skip the confirm skill menu

if the default skill requests confirmation.

SVN r3347 (trunk)
This commit is contained in:
Randy Heit 2012-01-24 03:25:06 +00:00
parent 9d67dc36e8
commit ddd5fe7535

View file

@ -1320,8 +1320,8 @@ void M_StartupSkillMenu(FGameStartup *gs)
FSkillInfo &skill = AllSkills[i]; FSkillInfo &skill = AllSkills[i];
FListMenuItem *li; FListMenuItem *li;
// Using a different name for skills that must be confirmed makes handling this easier. // Using a different name for skills that must be confirmed makes handling this easier.
FName action = skill.MustConfirm? NAME_StartgameConfirm : NAME_Startgame; FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
NAME_StartgameConfirm : NAME_Startgame;
FString *pItemText = NULL; FString *pItemText = NULL;
if (gs->PlayerClass != NULL) if (gs->PlayerClass != NULL)
{ {
@ -1388,7 +1388,8 @@ fail:
FSkillInfo &skill = AllSkills[i]; FSkillInfo &skill = AllSkills[i];
FOptionMenuItem *li; FOptionMenuItem *li;
// Using a different name for skills that must be confirmed makes handling this easier. // Using a different name for skills that must be confirmed makes handling this easier.
const char *action = skill.MustConfirm? "StartgameConfirm" : "Startgame"; const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
"StartgameConfirm" : "Startgame";
FString *pItemText = NULL; FString *pItemText = NULL;
if (gs->PlayerClass != NULL) if (gs->PlayerClass != NULL)