- fixed: Backing out of a skill confirmation message screen caused that skill to be used for the next game if the menu wasn't fully closed first.

SVN r2851 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-25 23:28:44 +00:00
commit 3f69b63873
2 changed files with 4 additions and 2 deletions

View file

@ -382,14 +382,15 @@ void M_SetMenu(FName menu, int param)
const char *msg = AllSkills[param].MustConfirmText;
if (*msg==0) msg = GStrings("NIGHTMARE");
M_StartMessage (msg, 0, NAME_Startgame);
M_StartMessage (msg, 0, NAME_StartgameConfirmed);
return;
}
case NAME_Startgame:
// sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu
// Now we can finally start the game. Ugh...
if (GameStartupInfo.Skill == -1) GameStartupInfo.Skill = param;
GameStartupInfo.Skill = param;
case NAME_StartgameConfirmed:
G_DeferedInitNew (&GameStartupInfo);
if (gamestate == GS_FULLCONSOLE)