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- Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript.
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3 changed files with 4 additions and 2 deletions
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@ -90,6 +90,7 @@ CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV i
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CVARD(Bool, cl_bloodqavforcedinterp, false, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation forcefully for QAVs that aren't defined as interpolatable")
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CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
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CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
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CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE, "enable/disable loading screens for games")
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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@ -35,6 +35,7 @@ EXTERN_CVAR(Bool, cl_bloodqavinterp)
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EXTERN_CVAR(Bool, cl_bloodqavforcedinterp)
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EXTERN_CVAR(Bool, cl_bloodweapinterp)
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EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
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EXTERN_CVAR(Bool, cl_loadingscreens)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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@ -222,10 +222,10 @@ void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, C
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if (tocluster == nullptr || !CreateCutscene(&tocluster->intro, runner, toMap, !!fromMap))
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CreateCutscene(&globalCutscenes.DefaultMapIntro, runner, toMap, !!fromMap);
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}
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// Skip the load screen if the level is started from the console.
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// Skip the load screen if the level is started from the console or loading screens are disabled.
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// In this case the load screen is not helpful as it blocks the actual level start,
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// requiring closing and reopening the console first before entering any commands that need the level.
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if (ConsoleState == c_up || ConsoleState == c_rising)
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if ((ConsoleState == c_up || ConsoleState == c_rising) && cl_loadingscreens)
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CreateCutscene(&globalCutscenes.LoadingScreen, runner, toMap, true);
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}
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else if (isShareware())
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