Fixed startup music being cancelled
This seems to happen from one of the music cvar callbacks wiping it, but I'm ensure of which (possibly music volume?). Move it to after cvar initializing until a proper fix can be found.
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2de0480147
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1e1ab58ee2
1 changed files with 3 additions and 3 deletions
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@ -3237,8 +3237,6 @@ static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allw
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else if (gameinfo.gametype == GAME_Strife)
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GameStartupInfo.Type = FStartupInfo::StrifeStartup;
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}
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StartScreen = nostartscreen? nullptr : GetGameStartScreen(per_shader_progress > 0 ? max_progress * 10 / 9 : max_progress + 3);
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GameConfig->DoKeySetup(gameinfo.ConfigName.GetChars());
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@ -3281,7 +3279,6 @@ static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allw
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if (!restart)
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{
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screen->CompileNextShader();
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if (StartScreen != nullptr) StartScreen->Render();
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}
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else
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{
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@ -3291,6 +3288,9 @@ static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allw
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// Base systems have been inited; enable cvar callbacks
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FBaseCVar::EnableCallbacks ();
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StartScreen = nostartscreen? nullptr : GetGameStartScreen(per_shader_progress > 0 ? max_progress * 10 / 9 : max_progress + 3);
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if (StartScreen != nullptr) StartScreen->Render();
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// +compatmode cannot be used on the command line, so use this as a substitute
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auto compatmodeval = Args->CheckValue("-compatmode");
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