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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
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1 changed files with 3 additions and 2 deletions
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@ -231,8 +231,6 @@ void CL_NextDemo (void)
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if (cls.demonum == -1)
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if (cls.demonum == -1)
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return; // don't play demos
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return; // don't play demos
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SCR_BeginLoadingPlaque ();
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if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
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if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
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{
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{
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cls.demonum = 0;
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cls.demonum = 0;
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@ -240,10 +238,13 @@ void CL_NextDemo (void)
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{
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{
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Con_Printf ("No demos listed with startdemos\n");
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Con_Printf ("No demos listed with startdemos\n");
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cls.demonum = -1;
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cls.demonum = -1;
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CL_Disconnect();
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return;
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return;
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}
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}
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}
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}
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SCR_BeginLoadingPlaque ();
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sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
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sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
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Cbuf_InsertText (str);
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Cbuf_InsertText (str);
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cls.demonum++;
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cls.demonum++;
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