Added wi_autoadvance

- Prevents an absent player from stopping the intermission
This commit is contained in:
Edward Richardson 2014-06-17 20:25:53 +12:00
parent a3a7ee569f
commit 2d896d2b47

View file

@ -64,6 +64,7 @@ typedef enum
CVAR (Bool, wi_percents, true, CVAR_ARCHIVE)
CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
CVAR (Bool, wi_noautostartmap, false, CVAR_USERINFO|CVAR_ARCHIVE)
CVAR (Int, wi_autoadvance, 0, CVAR_SERVERINFO)
void WI_loadData ();
@ -1113,6 +1114,7 @@ void WI_updateNoState ()
else
{
bool noauto = noautostartmap;
bool autoskip = (wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE));
for (int i = 0; !noauto && i < MAXPLAYERS; ++i)
{
@ -1121,7 +1123,7 @@ void WI_updateNoState ()
noauto |= players[i].userinfo.GetNoAutostartMap();
}
}
if (!noauto)
if (!noauto || autoskip)
{
cnt--;
}
@ -1252,10 +1254,11 @@ void WI_updateDeathmatchStats ()
int i;
bool stillticking;
bool autoskip = (wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE));
WI_updateAnimatedBack();
if (acceleratestage && ng_state != 6)
if ((acceleratestage || autoskip) && ng_state != 6)
{
acceleratestage = 0;
@ -1332,7 +1335,7 @@ void WI_updateDeathmatchStats ()
}
// All players are ready; proceed.
if (i == MAXPLAYERS && acceleratestage)
if ((i == MAXPLAYERS && acceleratestage) || autoskip)
{
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/pastdmstats", 1, ATTN_NONE);
WI_initShowNextLoc();
@ -1503,10 +1506,11 @@ void WI_updateNetgameStats ()
int i;
int fsum;
bool stillticking;
bool autoskip = (wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE));
WI_updateAnimatedBack ();
if (acceleratestage && ng_state != 10)
if ((acceleratestage || autoskip) && ng_state != 10)
{
acceleratestage = 0;
@ -1639,7 +1643,7 @@ void WI_updateNetgameStats ()
}
// All players are ready; proceed.
if (i == MAXPLAYERS && acceleratestage)
if ((i == MAXPLAYERS && acceleratestage) || autoskip)
{
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/pastcoopstats", 1, ATTN_NONE);
WI_initShowNextLoc();