allow optionally skipping initial wipe in in-game intermissions
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parent
206c2291d9
commit
33bae944f7
9 changed files with 26 additions and 24 deletions
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@ -1066,13 +1066,13 @@ void DIntermissionController::OnDestroy ()
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//
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//==========================================================================
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DIntermissionController* F_StartIntermission(FIntermissionDescriptor *desc, bool deleteme, bool ending)
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DIntermissionController* F_StartIntermission(FIntermissionDescriptor *desc, int state, bool deleteme, bool ending)
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{
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ScaleOverrider s(twod);
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S_StopAllChannels ();
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gameaction = ga_nothing;
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gamestate = GS_FINALE;
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//if (state == FSTATE_InLevel) wipegamestate = GS_FINALE; // don't wipe when within a level.
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if (state == FSTATE_InLevelNoWipe) wipegamestate = GS_FINALE; // don't wipe when within a level.
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auto CurrentIntermission = Create<DIntermissionController>(desc, deleteme, ending);
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// If the intermission finishes straight away then cancel the wipe.
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@ -1093,7 +1093,7 @@ DIntermissionController* F_StartIntermission(FIntermissionDescriptor *desc, bool
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//
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//==========================================================================
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DIntermissionController* F_StartIntermission(FName seq)
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DIntermissionController* F_StartIntermission(FName seq, int state)
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{
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FIntermissionDescriptor **pdesc = IntermissionDescriptors.CheckKey(seq);
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if (pdesc == nullptr || (*pdesc)->mActions.Size() == 0)
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@ -1110,7 +1110,7 @@ DIntermissionController* F_StartIntermission(FName seq)
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return nullptr;
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}
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return F_StartIntermission(desc, false);
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return F_StartIntermission(desc, state, false);
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}
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}
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