- summary screen is working again

minus the initial wipe…
This commit is contained in:
Christoph Oelckers 2022-04-22 13:39:44 +02:00
commit 082daccd2d
4 changed files with 29 additions and 13 deletions

View file

@ -1025,11 +1025,7 @@ void D_Display ()
case GS_CUTSCENE:
case GS_INTRO:
if (ScreenJobTick())
{
// synchronize termination with the playsim.
Net_WriteByte(DEM_ENDSCREENJOB);
}
ScreenJobDraw();
break;
@ -3699,7 +3695,8 @@ void D_Cleanup()
AM_ClearColorsets();
DeinitSWColorMaps();
FreeSBarInfoScript();
DeleteScreenJob();
// clean up game state
D_ErrorCleanup ();
P_Shutdown();
@ -3728,7 +3725,7 @@ void D_Cleanup()
GameStartupInfo.LoadWidescreen = GameStartupInfo.LoadLights = GameStartupInfo.LoadBrightmaps = -1;
GameStartupInfo.DiscordAppId = "";
GameStartupInfo.SteamAppId = "";
GC::FullGC(); // clean up before taking down the object list.
// Delete the reference to the VM functions here which were deleted and will be recreated after the restart.

View file

@ -87,6 +87,7 @@
#include "d_buttons.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "doommenu.h"
#include "screenjob.h"
static FRandom pr_dmspawn ("DMSpawn");
@ -969,6 +970,11 @@ bool G_Responder (event_t *ev)
if (ev->type != EV_Mouse && primaryLevel->localEventManager->Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
return true;
if (gamestate == GS_INTRO || gamestate == GS_CUTSCENE)
{
return ScreenJobResponder(ev);
}
// any other key pops up menu if in demos
// [RH] But only if the key isn't bound to a "special" command
if (gameaction == ga_nothing &&
@ -1295,6 +1301,15 @@ void G_Ticker ()
}
break;
case GS_CUTSCENE:
case GS_INTRO:
if (ScreenJobTick())
{
// synchronize termination with the playsim.
Net_WriteByte(DEM_ENDSCREENJOB);
}
break;
default:
break;
}