mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- implemented running screen jobs from the main loop.
The entire game now has only one single place where videoNextPage gets called.
This commit is contained in:
parent
e2e9c8ad01
commit
f9842fc4a8
6 changed files with 68 additions and 105 deletions
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@ -66,6 +66,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "startupinfo.h"
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#include "mapinfo.h"
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#include "menustate.h"
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#include "screenjob.h"
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CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -518,6 +519,7 @@ int GameMain()
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I_ShowFatalError(err.what());
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r = -1;
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}
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DeleteScreenJob();
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M_ClearMenus(true);
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if (gi)
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{
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@ -42,6 +42,7 @@
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#include "v_draw.h"
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#include "s_soundinternal.h"
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#include "animtexture.h"
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#include "gamestate.h"
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IMPLEMENT_CLASS(DScreenJob, true, false)
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@ -258,6 +259,22 @@ public:
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AdvanceJob(false);
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}
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~ScreenJobRunner()
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{
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DeleteJobs();
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}
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void DeleteJobs()
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{
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for (auto& job : jobs)
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{
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job.job->Destroy();
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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}
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jobs.Clear();
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}
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void AdvanceJob(bool skip)
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{
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index++;
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@ -307,12 +324,7 @@ public:
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{
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if (index >= jobs.Size())
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{
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for (auto& job : jobs)
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{
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job.job->Destroy();
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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}
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DeleteJobs();
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twod->SetScreenFade(1);
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if (completion) completion(false);
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return false;
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@ -354,102 +366,32 @@ public:
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}
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};
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ScreenJobRunner *runner;
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void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore)
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{
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ScreenJobRunner runner(jobs, count, completion, clearbefore);
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while (runner.RunFrame())
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assert(completion != nullptr);
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if (count)
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{
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videoNextPage();
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runner = new ScreenJobRunner(jobs, count, completion, clearbefore);
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gamestate = GS_INTERMISSION;
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}
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}
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#if 0
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void RunScreenJobSync(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore)
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void DeleteScreenJob()
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{
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// Release all jobs from the garbage collector - the code as it is cannot deal with them getting collected.
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for (int i = 0; i < count; i++)
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if (runner)
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{
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jobs[i].job->Release();
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delete runner;
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runner = nullptr;
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}
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bool skipped = false;
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for (int i = 0; i < count; i++)
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{
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auto job = jobs[i];
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if (job.job != nullptr && (!skipped || !job.ignoreifskipped))
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{
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skipped = false;
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if (clearbefore)
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{
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twod->ClearScreen();
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videoNextPage();
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}
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auto startTime = I_nsTime();
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// Input later needs to be event based so that these screens can do more than be skipped.
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inputState.ClearAllInput();
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float screenfade = job.job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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while (true)
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{
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auto now = I_nsTime();
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handleevents();
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bool skiprequest = inputState.CheckAllInput();
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auto clock = now - startTime;
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if (screenfade < 1.f)
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{
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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}
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else job.job->fadestate = DScreenJob::visible;
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job.job->SetClock(clock);
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int state = job.job->Frame(clock, skiprequest);
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startTime -= job.job->GetClock() - clock;
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// Must lock before displaying.
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if (state < 1 && job.job->fadestyle & DScreenJob::fadeout)
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twod->Lock();
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videoNextPage();
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if (state < 1)
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{
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if (job.job->fadestyle & DScreenJob::fadeout)
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{
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job.job->fadestate = DScreenJob::fadeout;
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startTime = now;
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float screenfade2;
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do
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{
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now = I_nsTime();
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auto clock = now - startTime;
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade2 = clamp(screenfade - ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade2);
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if (screenfade2 <= 0.f) twod->Unlock(); // must unlock before displaying.
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videoNextPage();
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} while (screenfade2 > 0.f);
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}
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skipped = state < 0;
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job.job->Destroy();
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job.job->ObjectFlags |= OF_YesReallyDelete;
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delete job.job;
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twod->SetScreenFade(1);
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break;
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}
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}
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}
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if (job.postAction) job.postAction();
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}
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if (completion) completion(false);
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}
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#endif
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void RunScreenJobFrame()
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{
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// we cannot recover from this because we have no completion callback to call.
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if (!runner) I_Error("Trying to run a non-existent screen job");
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auto res = runner->RunFrame();
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if (!res) DeleteScreenJob();
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}
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@ -14,7 +14,6 @@ class DScreenJob : public DObject
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const float fadetime; // in milliseconds
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int fadestate = fadein;
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friend void RunScreenJob(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore);
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friend class ScreenJobRunner;
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public:
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@ -81,7 +80,8 @@ struct JobDesc
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void RunScreenJob(JobDesc *jobs, int count, CompletionFunc completion, bool clearbefore = true);
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void RunScreenJobSync(JobDesc* jobs, int count, CompletionFunc completion, bool clearbefore = true);
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void DeleteScreenJob();
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void RunScreenJobFrame();
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struct AnimSound
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{
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@ -40,6 +40,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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#include "buildtiles.h"
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#include "mapinfo.h"
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#include "c_dispatch.h"
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#include "gamestate.h"
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BEGIN_DUKE_NS
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@ -1077,6 +1078,15 @@ CCMD(testscreen)
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C_HideConsole();
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FX_StopAllSounds();
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Mus_Stop();
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auto gs = gamestate;
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auto completion = [=](bool)
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{
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if (gs == GS_LEVEL || gs == GS_DEMOSCREEN) gamestate = gs;
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else gamestate = GS_STARTUP;
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};
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if (argv.argc() > 1)
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{
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int screen = strtol(argv[1], nullptr, 0);
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@ -1088,7 +1098,7 @@ CCMD(testscreen)
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case 3:
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case 4:
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bonussequence_d(screen, jobs, job);
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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break;
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case 5:
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@ -1097,7 +1107,7 @@ CCMD(testscreen)
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case 6:
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jobs[job++] = { Create<DDukeMultiplayerBonusScreen>(6) };
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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break;
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case 7:
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@ -1110,13 +1120,13 @@ CCMD(testscreen)
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case 9:
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jobs[job++] = { Create<DDukeLevelSummaryScreen>() };
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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break;
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case 10:
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ud.eog = true;
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jobs[job++] = { Create<DDukeLevelSummaryScreen>() };
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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ud.eog = false;
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break;
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@ -38,6 +38,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "screenjob.h"
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#include "texturemanager.h"
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#include "c_dispatch.h"
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#include "gamestate.h"
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BEGIN_DUKE_NS
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@ -644,6 +645,14 @@ CCMD(testrscreen)
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C_HideConsole();
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FX_StopAllSounds();
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Mus_Stop();
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auto gs = gamestate;
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auto completion = [=](bool)
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{
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if (gs == GS_LEVEL || gs == GS_DEMOSCREEN) gamestate = gs;
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else gamestate = GS_STARTUP;
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};
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if (argv.argc() > 1)
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{
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int screen = strtol(argv[1], nullptr, 0);
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@ -654,23 +663,23 @@ CCMD(testrscreen)
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if (!isRRRA())
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{
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bonussequence_r(screen, jobs, job);
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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}
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break;
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case 2:
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jobs[job++] = { Create<DRRMultiplayerBonusScreen>(6) };
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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break;
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case 3:
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jobs[job++] = { Create<DRRLevelSummaryScreen>() };
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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break;
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case 4:
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jobs[job++] = { Create<DRRRAEndOfGame>() };
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RunScreenJob(jobs, job, nullptr);
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RunScreenJob(jobs, job, completion);
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break;
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default:
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@ -435,7 +435,7 @@ void app_loop()
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break;
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case GS_INTERMISSION:
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// todo: run screen jobs here
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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break;
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}
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