mirror of https://github.com/ZDoom/raze-gles.git
- block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
This commit is contained in:
parent
793d2d99ef
commit
51c4c47183
|
@ -840,7 +840,7 @@ public:
|
||||||
clock += now - lastTime;
|
clock += now - lastTime;
|
||||||
if (clock == 0) clock = 1;
|
if (clock == 0) clock = 1;
|
||||||
}
|
}
|
||||||
bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed;
|
bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed && job.job->fadestate != DScreenJob::fadeout;
|
||||||
lastTime = now;
|
lastTime = now;
|
||||||
|
|
||||||
if (screenfade < 1.f && !M_Active())
|
if (screenfade < 1.f && !M_Active())
|
||||||
|
@ -848,7 +848,8 @@ public:
|
||||||
float ms = (clock / 1'000'000) / job.job->fadetime;
|
float ms = (clock / 1'000'000) / job.job->fadetime;
|
||||||
screenfade = clamp(ms, 0.f, 1.f);
|
screenfade = clamp(ms, 0.f, 1.f);
|
||||||
twod->SetScreenFade(screenfade);
|
twod->SetScreenFade(screenfade);
|
||||||
job.job->fadestate = DScreenJob::fadein;
|
if (job.job->fadestate != DScreenJob::fadeout)
|
||||||
|
job.job->fadestate = DScreenJob::fadein;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue