Fixed pause menu bug in Multiplayer that crashed the game.

This commit is contained in:
Fireboyd78 2020-12-06 13:28:58 -08:00
parent fed9e6ff11
commit 1a67d157ff

View File

@ -909,7 +909,11 @@ void InitaliseMenu(PAUSEMODE mode)
if (NumPlayers == 1)
{
pNewMenu = &DrivingGameFinishedHeader;
allownameentry = 0;
gMissionCompletionState = mode;
}
else
{
pNewMenu = &MultiplayerFinishedHeader;
gMissionCompletionState = mode;
}
break;
@ -920,7 +924,12 @@ void InitaliseMenu(PAUSEMODE mode)
{
pNewMenu = &DrivingGameFinishedHeader;
gMissionCompletionState = mode;
allownameentry = NumPlayers;
allownameentry = 1;
}
else
{
pNewMenu = &MultiplayerFinishedHeader;
gMissionCompletionState = mode;
}
break;
default:
@ -929,6 +938,11 @@ void InitaliseMenu(PAUSEMODE mode)
pNewMenu = &TakeARideFinishedHeader;
gMissionCompletionState = mode;
}
else
{
pNewMenu = &MultiplayerFinishedHeader;
gMissionCompletionState = mode;
}
break;
}
break;
@ -951,7 +965,7 @@ void InitaliseMenu(PAUSEMODE mode)
{
pNewMenu = &DrivingGameFinishedHeader;
gMissionCompletionState = mode;
allownameentry = NumPlayers;
allownameentry = 1;
}
else
{
@ -963,6 +977,18 @@ void InitaliseMenu(PAUSEMODE mode)
pNewMenu = &ChaseGameFinishedHeader;
gMissionCompletionState = mode;
break;
default:
if (NumPlayers == 1)
{
pNewMenu = &TakeARideFinishedHeader;
gMissionCompletionState = mode;
}
else
{
pNewMenu = &MultiplayerFinishedHeader;
gMissionCompletionState = mode;
}
break;
}
break;
case PAUSEMODE_PADERROR:
@ -997,7 +1023,8 @@ void InitaliseMenu(PAUSEMODE mode)
if(pNewMenu)
{
VisibleMenu = 0;
VisibleMenus[0] = pNewMenu;
VisibleMenus[VisibleMenu] = pNewMenu;
SetupMenu(pNewMenu, 0);
}
else