- Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript.

This commit is contained in:
Mitchell Richters 2021-08-26 10:34:00 +10:00
parent f44d695245
commit 37f8fc8b0d
3 changed files with 4 additions and 2 deletions

View file

@ -90,6 +90,7 @@ CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV i
CVARD(Bool, cl_bloodqavforcedinterp, false, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation forcefully for QAVs that aren't defined as interpolatable")
CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE, "enable/disable loading screens for games")
CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")

View file

@ -35,6 +35,7 @@ EXTERN_CVAR(Bool, cl_bloodqavinterp)
EXTERN_CVAR(Bool, cl_bloodqavforcedinterp)
EXTERN_CVAR(Bool, cl_bloodweapinterp)
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
EXTERN_CVAR(Bool, cl_loadingscreens)
EXTERN_CVAR(Bool, demorec_seeds_cvar)
EXTERN_CVAR(Bool, demoplay_diffs)

View file

@ -222,10 +222,10 @@ void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, C
if (tocluster == nullptr || !CreateCutscene(&tocluster->intro, runner, toMap, !!fromMap))
CreateCutscene(&globalCutscenes.DefaultMapIntro, runner, toMap, !!fromMap);
}
// Skip the load screen if the level is started from the console.
// Skip the load screen if the level is started from the console or loading screens are disabled.
// In this case the load screen is not helpful as it blocks the actual level start,
// requiring closing and reopening the console first before entering any commands that need the level.
if (ConsoleState == c_up || ConsoleState == c_rising)
if ((ConsoleState == c_up || ConsoleState == c_rising) && cl_loadingscreens)
CreateCutscene(&globalCutscenes.LoadingScreen, runner, toMap, true);
}
else if (isShareware())