From db85a55dfd5652b7ea48504efa50a34b3d838f25 Mon Sep 17 00:00:00 2001 From: terminx Date: Sun, 4 Aug 2019 02:51:55 +0000 Subject: [PATCH] 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 --- source/duke3d/src/anim.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/source/duke3d/src/anim.cpp b/source/duke3d/src/anim.cpp index 7f782acc3..8a2512ec2 100644 --- a/source/duke3d/src/anim.cpp +++ b/source/duke3d/src/anim.cpp @@ -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;