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- summary screen is working again
minus the initial wipe…
This commit is contained in:
parent
336c45aaa4
commit
082daccd2d
4 changed files with 29 additions and 13 deletions
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@ -1025,11 +1025,7 @@ void D_Display ()
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case GS_CUTSCENE:
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case GS_INTRO:
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if (ScreenJobTick())
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{
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// synchronize termination with the playsim.
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Net_WriteByte(DEM_ENDSCREENJOB);
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}
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ScreenJobDraw();
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break;
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@ -3699,6 +3695,7 @@ void D_Cleanup()
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AM_ClearColorsets();
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DeinitSWColorMaps();
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FreeSBarInfoScript();
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DeleteScreenJob();
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// clean up game state
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D_ErrorCleanup ();
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@ -87,6 +87,7 @@
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#include "d_buttons.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "doommenu.h"
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#include "screenjob.h"
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static FRandom pr_dmspawn ("DMSpawn");
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@ -969,6 +970,11 @@ bool G_Responder (event_t *ev)
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if (ev->type != EV_Mouse && primaryLevel->localEventManager->Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
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return true;
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if (gamestate == GS_INTRO || gamestate == GS_CUTSCENE)
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{
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return ScreenJobResponder(ev);
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}
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// any other key pops up menu if in demos
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// [RH] But only if the key isn't bound to a "special" command
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if (gameaction == ga_nothing &&
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@ -1295,6 +1301,15 @@ void G_Ticker ()
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}
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break;
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case GS_CUTSCENE:
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case GS_INTRO:
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if (ScreenJobTick())
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{
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// synchronize termination with the playsim.
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Net_WriteByte(DEM_ENDSCREENJOB);
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}
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break;
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default:
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break;
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}
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@ -37,7 +37,7 @@ class IntermissionScreenJob : ScreenJob
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}
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class StatusScreenJob : SkippableScreenJob
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class StatusScreenJob : ScreenJob
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{
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StatusScreen controller;
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@ -49,7 +49,7 @@ class StatusScreenJob : SkippableScreenJob
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override void OnTick() { controller.Ticker(); if (controller.CurState == StatusScreen.LeavingIntermission) jobstate = finished; }
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override void Draw(double smoothratio) { controller.Drawer(); }
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override void OnSkip() { controller.NextStage(); } // skipping status screens is asynchronous, so yields no result
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override bool OnEvent(InputEvent evt) { return controller.Responder(evt); }
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override void OnDestroy()
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{
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@ -796,9 +796,14 @@ class StatusScreen abstract ui version("2.5")
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//
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// ====================================================================
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void nextStage(void)
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virtual bool Responder(InputEvent evt)
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{
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if (evt.type == InputEvent.Type_KeyDown)
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{
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accelerateStage = 1;
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return true;
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}
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return false;
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}
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void checkForAccelerate()
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@ -836,7 +841,6 @@ class StatusScreen abstract ui version("2.5")
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StartMusic();
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}
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checkForAccelerate();
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bg.updateAnimatedBack();
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switch (CurState)
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