- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.

This commit is contained in:
Christoph Oelckers 2020-08-30 12:49:21 +02:00
parent d59284c96b
commit ffe5b114f3
10 changed files with 28 additions and 53 deletions

View file

@ -142,7 +142,7 @@ void DrawFullscreenBlends();
void MainLoop();
bool AppActive;
bool AppActive = true;
FString currentGame;
FString LumpFilter;
@ -862,9 +862,11 @@ int RunGame()
SetupGameButtons();
gi->app_init();
enginePostInit(); // This must not be done earlier!
videoInit();
// Duke has transitioned to the new main loop, the other games haven't yet.
if (g_gameType & GAMEFLAG_DUKE | GAMEFLAG_RRALL | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI)
if (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_RRALL | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI))
{
D_CheckNetGame();
MainLoop();
@ -1150,6 +1152,7 @@ void S_SetSoundPaused(int state)
}
}
}
#if 0
if (!netgame
#if 0 //def _DEBUG
&& !demoplayback
@ -1158,7 +1161,7 @@ void S_SetSoundPaused(int state)
{
pauseext = !state;
}
#endif
}
FString G_GetDemoPath()