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CON: Add EVENT_SKIPCUTSCENE.
Used with startcutscene. RETURN is set to 1 when any key is pressed, and is used to control when a cutscene ends. Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6507 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
1377afe414
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3 changed files with 4 additions and 2 deletions
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@ -370,7 +370,7 @@ int32_t Anim_Play(const char *fn)
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{
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G_HandleAsync();
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if (I_CheckAllInput())
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if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, -1, myconnectindex, I_CheckAllInput()))
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{
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running = 0;
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break;
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@ -473,7 +473,7 @@ int32_t Anim_Play(const char *fn)
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waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i);
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invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228
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if (I_CheckAllInput())
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if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, -1, myconnectindex, I_CheckAllInput()))
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{
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running = 0;
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goto end_anim_restore_gl;
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@ -126,6 +126,7 @@ enum GameEvent_t {
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EVENT_PRELOADGAME,
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EVENT_POSTSAVEGAME,
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EVENT_PRECUTSCENE,
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EVENT_SKIPCUTSCENE,
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#ifdef LUNATIC
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EVENT_ANIMATEALLSPRITES,
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#endif
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@ -720,6 +720,7 @@ const char *EventNames[MAXEVENTS] =
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"EVENT_PRELOADGAME",
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"EVENT_POSTSAVEGAME",
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"EVENT_PRECUTSCENE",
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"EVENT_SKIPCUTSCENE",
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#ifdef LUNATIC
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"EVENT_ANIMATEALLSPRITES",
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#endif
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