cl_main.c (CL_NextDemo): fix for an obscure bug when there are no demos

listed with startdemos: run the game, go into a savegame or start a new
game, type F3 and press Esc enough times to go back to normal view, bring
down the console and enter "timedemo demo1". when the demo ends, the only
thing I was able to *see* was the loading label, no other activity at all,
although I can still do F10 (quit) and blindly press Y to exit the game,
so the engine didn't crash. problem was that CL_NextDemo() didn't check
if an actual nextdemo exists before calling SCR_BeginLoadingPlaque() which
set scr_drawloading to true, so scr_drawloading still remained as true..
fixed thusly.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@71 af15c1b1-3010-417e-b628-4374ebc0bcbd
This commit is contained in:
Ozkan Sezer 2010-02-20 01:10:18 +00:00
parent b815a8c0d9
commit 6bc3c41370

View file

@ -231,8 +231,6 @@ void CL_NextDemo (void)
if (cls.demonum == -1)
return; // don't play demos
SCR_BeginLoadingPlaque ();
if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
{
cls.demonum = 0;
@ -240,10 +238,13 @@ void CL_NextDemo (void)
{
Con_Printf ("No demos listed with startdemos\n");
cls.demonum = -1;
CL_Disconnect();
return;
}
}
SCR_BeginLoadingPlaque ();
sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
Cbuf_InsertText (str);
cls.demonum++;