Use I_AdvanceTrigger() instead of I_CheckAllInput() for the skip condition in Anim_Play()

git-svn-id: https://svn.eduke32.com/eduke32@7877 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-08-04 02:51:55 +00:00 committed by Christoph Oelckers
parent 9f9a158946
commit db85a55dfd
1 changed files with 2 additions and 2 deletions

View File

@ -395,7 +395,7 @@ int32_t Anim_Play(const char *fn)
{
G_HandleAsync();
if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_CheckAllInput()))
if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_AdvanceTrigger()))
{
running = 0;
break;
@ -500,7 +500,7 @@ int32_t Anim_Play(const char *fn)
tileSetSize(TILE_ANIM, 200, 320);
tileInvalidate(TILE_ANIM, 0, 1 << 4); // JBF 20031228
if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_CheckAllInput()))
if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_AdvanceTrigger()))
{
running = 0;
goto end_anim_restore_gl;