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- SW: stop cutscene sound before going to the summary screen.
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parent
7d30218d8e
commit
cf36e7d770
3 changed files with 3 additions and 2 deletions
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@ -790,6 +790,7 @@ void FNotifyBuffer::AddString(int printlevel, FString source)
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int width;
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int width;
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if (hud_messages == 0 ||
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if (hud_messages == 0 ||
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screen == nullptr ||
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source.IsEmpty() ||
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source.IsEmpty() ||
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gamestate == GS_FULLCONSOLE ||
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gamestate == GS_FULLCONSOLE ||
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gamestate == GS_MENUSCREEN ||
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gamestate == GS_MENUSCREEN ||
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@ -591,7 +591,7 @@ void StatScreen(int FinishAnim, CompletionFunc completion)
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if (FinishAnim)
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if (FinishAnim)
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{
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{
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StopSound();
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StopSound();
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jobs[job++] = { GetFinishAnim(FinishAnim) };
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jobs[job++] = { GetFinishAnim(FinishAnim), []() { soundEngine->StopAllChannels(); } };
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jobs[job++] = { Create<DSWLevelSummaryScreen>() };
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jobs[job++] = { Create<DSWLevelSummaryScreen>() };
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if (FinishAnim == ANIM_ZILLA)
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if (FinishAnim == ANIM_ZILLA)
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jobs[job++] = { Create<DSWCreditsScreen>() };
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jobs[job++] = { Create<DSWCreditsScreen>() };
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@ -150,7 +150,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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// If in 2D follow mode, scroll around using glob vars
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// If in 2D follow mode, scroll around using glob vars
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// Tried calling this in domovethings, but key response it too poor, skips key presses
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// Tried calling this in domovethings, but key response it too poor, skips key presses
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// Note: this get called only during follow mode
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// Note: this get called only during follow mode
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if (!tied && automapFollow && automapMode != am_off && && pp == Player + myconnectindex && !Prediction)
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if (!tied && automapFollow && automapMode != am_off && pp == Player + myconnectindex && !Prediction)
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MoveScrollMode2D(Player + myconnectindex);
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MoveScrollMode2D(Player + myconnectindex);
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// !JIM! Added M_Active() so that you don't move at all while using menus
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// !JIM! Added M_Active() so that you don't move at all while using menus
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