- changed the rules for dimming the menu to be more clear

It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.

Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
This commit is contained in:
Christoph Oelckers 2020-08-11 00:46:27 +02:00
parent 000c00dc91
commit 6a10a7f266
10 changed files with 18 additions and 20 deletions

View file

@ -783,7 +783,7 @@ void FNotifyBuffer::AddString(int printlevel, FString source)
if (hud_messages == 0 ||
source.IsEmpty() ||
gamestate == GS_FULLCONSOLE ||
gamestate == GS_DEMOSCREEN ||
gamestate == GS_MENUSCREEN ||
con_notifylines == 0)
return;
@ -1074,7 +1074,7 @@ void FNotifyBuffer::Draw()
int line, lineadv, color, j;
bool canskip;
if (gamestate == GS_FULLCONSOLE || gamestate == GS_DEMOSCREEN)
if (gamestate == GS_FULLCONSOLE || gamestate == GS_MENUSCREEN)
return;
FFont* font = generic_ui ? NewSmallFont : SmallFont? SmallFont : AlternativeSmallFont;
@ -1293,7 +1293,7 @@ void C_ToggleConsole ()
{
return;
}
if (gamestate == GS_DEMOSCREEN)
if (gamestate == GS_MENUSCREEN)
{
gamestate = GS_FULLCONSOLE;
C_FullConsole();
@ -1605,7 +1605,7 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
}
else if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_DEMOSCREEN;
gamestate = GS_MENUSCREEN;
C_DoCommand ("menu_main");
}
else