- SW: stop cutscene sound before going to the summary screen.

This commit is contained in:
Christoph Oelckers 2020-08-25 18:28:50 +02:00
parent 7d30218d8e
commit cf36e7d770
3 changed files with 3 additions and 2 deletions

View file

@ -790,6 +790,7 @@ void FNotifyBuffer::AddString(int printlevel, FString source)
int width;
if (hud_messages == 0 ||
screen == nullptr ||
source.IsEmpty() ||
gamestate == GS_FULLCONSOLE ||
gamestate == GS_MENUSCREEN ||

View file

@ -591,7 +591,7 @@ void StatScreen(int FinishAnim, CompletionFunc completion)
if (FinishAnim)
{
StopSound();
jobs[job++] = { GetFinishAnim(FinishAnim) };
jobs[job++] = { GetFinishAnim(FinishAnim), []() { soundEngine->StopAllChannels(); } };
jobs[job++] = { Create<DSWLevelSummaryScreen>() };
if (FinishAnim == ANIM_ZILLA)
jobs[job++] = { Create<DSWCreditsScreen>() };

View file

@ -150,7 +150,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: this get called only during follow mode
if (!tied && automapFollow && automapMode != am_off && && pp == Player + myconnectindex && !Prediction)
if (!tied && automapFollow && automapMode != am_off && pp == Player + myconnectindex && !Prediction)
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added M_Active() so that you don't move at all while using menus