Fix cutscenes in interp

This commit is contained in:
Sally Coolatta 2022-04-27 21:39:27 -04:00 committed by Eidolon
parent 813ed81a37
commit 71ee468bf3

View file

@ -3834,11 +3834,27 @@ boolean F_ContinueResponder(event_t *event)
static INT32 scenenum, cutnum;
static INT32 picxpos, picypos, picnum, pictime, picmode, numpics, pictoloop;
static INT32 textxpos, textypos;
static boolean dofadenow = false, cutsceneover = false;
static boolean cutsceneover = false;
static boolean runningprecutscene = false, precutresetplayer = false;
static void F_AdvanceToNextScene(void)
{
if (rendermode != render_none)
{
F_WipeStartScreen();
// Fade to any palette color you want.
if (cutscenes[cutnum]->scene[scenenum].fadecolor)
{
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,cutscenes[cutnum]->scene[scenenum].fadecolor);
F_WipeEndScreen();
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true);
F_WipeStartScreen();
}
}
// Don't increment until after endcutscene check
// (possible overflow / bad patch names from the one tic drawn before the fade)
if (scenenum+1 >= cutscenes[cutnum]->numscenes)
@ -3846,6 +3862,7 @@ static void F_AdvanceToNextScene(void)
F_EndCutScene();
return;
}
++scenenum;
timetonext = 0;
@ -3861,7 +3878,6 @@ static void F_AdvanceToNextScene(void)
cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0);
// Fade to the next
dofadenow = true;
F_NewCutscene(cutscenes[cutnum]->scene[scenenum].text);
picnum = 0;
@ -3871,6 +3887,14 @@ static void F_AdvanceToNextScene(void)
textypos = cutscenes[cutnum]->scene[scenenum].textypos;
animtimer = pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum];
if (rendermode != render_none)
{
F_CutsceneDrawer();
F_WipeEndScreen();
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true);
}
}
// See also G_AfterIntermission, the only other place which handles intra-map/ending transitions
@ -3945,21 +3969,6 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
//
void F_CutsceneDrawer(void)
{
if (dofadenow && rendermode != render_none)
{
F_WipeStartScreen();
// Fade to any palette color you want.
if (cutscenes[cutnum]->scene[scenenum].fadecolor)
{
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,cutscenes[cutnum]->scene[scenenum].fadecolor);
F_WipeEndScreen();
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true);
F_WipeStartScreen();
}
}
V_DrawFill(0,0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
if (cutscenes[cutnum]->scene[scenenum].picname[picnum][0] != '\0')
@ -3972,12 +3981,6 @@ void F_CutsceneDrawer(void)
W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_PATCH_LOWPRIORITY));
}
if (dofadenow && rendermode != render_none)
{
F_WipeEndScreen();
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true);
}
V_DrawString(textxpos, textypos, V_ALLOWLOWERCASE, cutscene_disptext);
}
@ -3994,8 +3997,6 @@ void F_CutsceneTicker(void)
finalecount++;
cutscene_boostspeed = 0;
dofadenow = false;
for (i = 0; i < MAXPLAYERS; i++)
{
if (netgame && i != serverplayer && !IsPlayerAdmin(i))