diff --git a/src/k_menufunc.c b/src/k_menufunc.c index 386d06e88..2f040d1a5 100644 --- a/src/k_menufunc.c +++ b/src/k_menufunc.c @@ -2594,8 +2594,6 @@ static void M_HandleCharAskChange(setup_player_t *p, UINT8 num) static boolean M_HandleCharacterGrid(setup_player_t *p, UINT8 num) { - INT32 i; - UINT8 numclones; if (cv_splitdevice.value) @@ -2662,38 +2660,20 @@ static boolean M_HandleCharacterGrid(setup_player_t *p, UINT8 num) } else if (M_MenuBackPressed(num)) { - if (num == setup_numplayers-1) + // for profiles / gameplay, exit out of the menu instantly, + // we don't want to go to the input detection menu. + if (optionsmenu.profile || gamestate != GS_MENU) { - // for profiles / gameplay, exit out of the menu instantly, - // we don't want to go to the input detection menu. - if (optionsmenu.profile || gamestate != GS_MENU) - { - memset(setup_player, 0, sizeof(setup_player)); // Reset setup_player otherwise it does some VERY funky things. - M_SetMenuDelay(0); - M_GoBack(0); - return true; - } - else // for the actual player select, go back to device detection. - { - p->mdepth = CSSTEP_PROFILE; - S_StartSound(NULL, sfx_s3k5b); - } - - // Prevent quick presses for multiple players - for (i = 0; i < MAXSPLITSCREENPLAYERS; i++) - { - setup_player[i].delay = MENUDELAYTIME; - M_SetMenuDelay(i); - menucmd[i].buttonsHeld |= MBT_X; - } - + memset(setup_player, 0, sizeof(setup_player)); // Reset setup_player otherwise it does some VERY funky things. + M_SetMenuDelay(0); + M_GoBack(0); return true; } - else + else // in main menu { - S_StartSound(NULL, sfx_s3kb2); + p->mdepth = CSSTEP_PROFILE; + S_StartSound(NULL, sfx_s3k5b); } - M_SetMenuDelay(num); }