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https://github.com/ZDoom/raze-gles.git
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- route all accesses to gameaction from the backend through the sysCallbacks.
gameactions are frontend specific so this needs to be decoupled.
This commit is contained in:
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6ae09f8ec9
commit
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10 changed files with 87 additions and 66 deletions
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@ -592,8 +592,7 @@ void C_DrawConsole ()
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oldbottom = ConBottom;
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if (ConsoleState == c_up && gamestate != GS_INTRO && gamestate != GS_INTERMISSION &&
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gamestate != GS_FULLCONSOLE && gamestate != GS_MENUSCREEN)
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if (ConsoleState == c_up && gamestate == GS_LEVEL)
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{
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if (NotifyStrings) NotifyStrings->Draw();
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return;
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@ -731,7 +730,7 @@ void C_ToggleConsole ()
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}
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if (gamestate == GS_MENUSCREEN)
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{
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gameaction = ga_fullconsole;
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if (sysCallbacks.ToggleFullConsole) sysCallbacks.ToggleFullConsole();
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togglestate = c_down;
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}
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else if (!chatmodeon && (ConsoleState == c_up || ConsoleState == c_rising) && menuactive == MENU_Off)
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@ -50,6 +50,7 @@
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#include "c_dispatch.h"
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#include "s_music.h"
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#include "m_argv.h"
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#include "i_interface.h"
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CVAR(Bool, inter_subtitles, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -316,7 +317,7 @@ bool StartCutscene(CutsceneDef& cs, int flags, const CompletionFunc& completion_
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}
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if (flags & SJ_DELAY) intermissiondelay = 10; // need to wait a bit at the start to let the timer catch up.
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else intermissiondelay = 0;
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gameaction = (flags & SJ_BLOCKUI) ? ga_intro : ga_intermission;
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if (sysCallbacks.StartCutscene) sysCallbacks.StartCutscene(flags & SJ_BLOCKUI);
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}
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catch (...)
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{
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29
source/common/engine/gamestate.h
Normal file
29
source/common/engine/gamestate.h
Normal file
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@ -0,0 +1,29 @@
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#pragma once
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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enum gamestate_t : int
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN
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GS_INTRO,
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GS_CUTSCENE,
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GS_MENUSCREEN = GS_DEMOSCREEN,
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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};
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extern gamestate_t gamestate;
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extern int intermissiondelay;
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@ -32,6 +32,8 @@ struct SystemCallbacks
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void (*ConsoleToggled)(int state);
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bool (*PreBindTexture)(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flags, int& scaleflags, int& clampmode, int& translation, int& overrideshader);
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void (*FontCharCreated)(FGameTexture* base, FGameTexture* untranslated, FGameTexture* translated);
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void (*ToggleFullConsole)();
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void (*StartCutscene)(bool blockui);
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};
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extern SystemCallbacks sysCallbacks;
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@ -54,7 +54,7 @@
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bool G_Responder (event_t *ev)
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{
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if (gamestate == GS_INTRO || gamestate == GS_INTERMISSION)
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if (gamestate == GS_INTRO || gamestate == GS_CUTSCENE)
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{
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return ScreenJobResponder(ev);
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}
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@ -511,6 +511,16 @@ void CheckFrontend(int flags)
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}
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}
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static void System_ToggleFullConsole()
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{
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gameaction = ga_fullconsole;
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}
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static void System_StartCutscene(bool blockui)
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{
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gameaction = blockui ? ga_intro : ga_intermission;
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}
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void I_StartupJoysticks();
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void I_ShutdownInput();
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int RunGame();
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@ -545,7 +555,9 @@ int GameMain()
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nullptr,
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nullptr,
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PreBindTexture,
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FontCharCreated
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FontCharCreated,
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System_ToggleFullConsole,
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System_StartCutscene,
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};
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try
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@ -220,3 +220,30 @@ extern int lastTic;
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extern int PlayClock;
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enum gameaction_t : int
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{
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ga_nothing,
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ga_level, // Switch to play mode without any initialization
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ga_intro,
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ga_intermission,
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ga_startup, // go back to intro after uninitializing the game state
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ga_mainmenu, // go back to main menu after uninitializing the game state
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ga_mainmenunostopsound, // Same but doesn't stop playing sounds.
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ga_creditsmenu, // go to the credits menu after uninitializing the game state
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ga_newgame, // start a new game
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ga_recordgame, // start a new demo recording (later)
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ga_loadgame, // load a savegame and resume play.
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ga_loadgameplaydemo, // load a savegame and play a demo.
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ga_autoloadgame, // load last autosave and resume play.
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ga_savegame, // save the game
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ga_autosave, // autosave the game (for triggering a save from within the game.)
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ga_completed, // Level was exited.
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ga_nextlevel, // Actually start the next level.
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ga_loadgamehidecon,
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ga_newgamenostopsound, // start a new game
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ga_endscreenjob,
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ga_fullconsole,
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};
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extern gameaction_t gameaction;
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@ -1,52 +0,0 @@
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#pragma once
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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enum gamestate_t : int
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{
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GS_LEVEL,
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GS_INTRO,
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GS_INTERMISSION,
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GS_FINALE,
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GS_MENUSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_MENUSCREEN
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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};
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enum gameaction_t : int
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{
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ga_nothing,
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ga_level, // Switch to play mode without any initialization
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ga_intro,
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ga_intermission,
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ga_startup, // go back to intro after uninitializing the game state
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ga_mainmenu, // go back to main menu after uninitializing the game state
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ga_mainmenunostopsound, // Same but doesn't stop playing sounds.
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ga_creditsmenu, // go to the credits menu after uninitializing the game state
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ga_newgame, // start a new game
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ga_recordgame, // start a new demo recording (later)
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ga_loadgame, // load a savegame and resume play.
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ga_loadgameplaydemo, // load a savegame and play a demo.
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ga_autoloadgame, // load last autosave and resume play.
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ga_savegame, // save the game
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ga_autosave, // autosave the game (for triggering a save from within the game.)
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ga_completed, // Level was exited.
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ga_nextlevel, // Actually start the next level.
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ga_loadgamehidecon,
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ga_newgamenostopsound, // start a new game
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ga_endscreenjob,
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ga_fullconsole,
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};
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extern gamestate_t gamestate;
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extern gameaction_t gameaction;
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extern int intermissiondelay;
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@ -280,7 +280,7 @@ static void GameTicker()
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break;
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case ga_intermission:
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gamestate = GS_INTERMISSION;
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gamestate = GS_CUTSCENE;
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break;
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case ga_fullconsole:
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@ -370,7 +370,7 @@ static void GameTicker()
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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break;
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case GS_INTERMISSION:
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case GS_CUTSCENE:
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case GS_INTRO:
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if (intermissiondelay > 0)
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{
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@ -419,7 +419,7 @@ void Display()
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break;
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case GS_INTRO:
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case GS_INTERMISSION:
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case GS_CUTSCENE:
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// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
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if (intermissiondelay <= 0) ScreenJobDraw();
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break;
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@ -515,7 +515,7 @@ void TryRunTics (void)
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// If paused, do not eat more CPU time than we need, because it
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// will all be wasted anyway.
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bool doWait = (cl_capfps || pauseext || (r_NoInterpolate && !M_IsAnimated() && gamestate != GS_INTERMISSION && gamestate != GS_INTRO));
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bool doWait = (cl_capfps || pauseext || (r_NoInterpolate && !M_IsAnimated() && gamestate != GS_CUTSCENE && gamestate != GS_INTRO));
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// get real tics
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if (doWait)
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@ -76,11 +76,14 @@ enum EGameState
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN
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GS_INTRO,
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GS_CUTSCENE,
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GS_MENUSCREEN = GS_DEMOSCREEN,
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GS_FULLCONSOLE,
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GS_HIDECONSOLE,
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GS_STARTUP,
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GS_TITLELEVEL,
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}
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const TEXTCOLOR_BRICK = "\034A";
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