diff --git a/source/core/gamecvars.cpp b/source/core/gamecvars.cpp index 35982b9dd..87df2e201 100644 --- a/source/core/gamecvars.cpp +++ b/source/core/gamecvars.cpp @@ -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") diff --git a/source/core/gamecvars.h b/source/core/gamecvars.h index 99dfc7798..acbe197eb 100644 --- a/source/core/gamecvars.h +++ b/source/core/gamecvars.h @@ -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) diff --git a/source/core/screenjob.cpp b/source/core/screenjob.cpp index c0ac0722f..871fddca5 100644 --- a/source/core/screenjob.cpp +++ b/source/core/screenjob.cpp @@ -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())