Remove the rest of the Playing() checks for GameQuit hook

This commit is contained in:
GoldenTails 2020-11-29 16:53:29 -06:00
parent b389700de3
commit 119d2e9e37
4 changed files with 7 additions and 14 deletions

View file

@ -3026,8 +3026,7 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
if (pnum == consoleplayer) if (pnum == consoleplayer)
{ {
if (Playing()) LUAh_GameQuit(false);
LUAh_GameQuit(false);
#ifdef DUMPCONSISTENCY #ifdef DUMPCONSISTENCY
if (msg == KICK_MSG_CON_FAIL) SV_SavedGame(); if (msg == KICK_MSG_CON_FAIL) SV_SavedGame();
#endif #endif
@ -3727,8 +3726,7 @@ static void HandleConnect(SINT8 node)
static void HandleShutdown(SINT8 node) static void HandleShutdown(SINT8 node)
{ {
(void)node; (void)node;
if (Playing()) LUAh_GameQuit(false);
LUAh_GameQuit(false);
D_QuitNetGame(); D_QuitNetGame();
CL_Reset(); CL_Reset();
D_StartTitle(); D_StartTitle();
@ -3743,8 +3741,7 @@ static void HandleShutdown(SINT8 node)
static void HandleTimeout(SINT8 node) static void HandleTimeout(SINT8 node)
{ {
(void)node; (void)node;
if (Playing()) LUAh_GameQuit(false);
LUAh_GameQuit(false);
D_QuitNetGame(); D_QuitNetGame();
CL_Reset(); CL_Reset();
D_StartTitle(); D_StartTitle();

View file

@ -3606,8 +3606,7 @@ static void Command_Playintro_f(void)
*/ */
FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void) FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void)
{ {
if (Playing()) LUAh_GameQuit(true);
LUAh_GameQuit(true);
I_Quit(); I_Quit();
} }
@ -4269,8 +4268,7 @@ void Command_ExitGame_f(void)
{ {
INT32 i; INT32 i;
if (Playing()) LUAh_GameQuit(false);
LUAh_GameQuit(false);
D_QuitNetGame(); D_QuitNetGame();
CL_Reset(); CL_Reset();

View file

@ -6937,8 +6937,7 @@ static void M_SelectableClearMenus(INT32 choice)
static void M_UltimateCheat(INT32 choice) static void M_UltimateCheat(INT32 choice)
{ {
(void)choice; (void)choice;
if (Playing()) LUAh_GameQuit(true);
LUAh_GameQuit(true);
I_Quit(); I_Quit();
} }

View file

@ -1057,8 +1057,7 @@ void I_GetEvent(void)
M_SetupJoystickMenu(0); M_SetupJoystickMenu(0);
break; break;
case SDL_QUIT: case SDL_QUIT:
if (Playing()) LUAh_GameQuit(true);
LUAh_GameQuit(true);
I_Quit(); I_Quit();
break; break;
} }