- Fixed default.cbd and Makefile.mingw for current code state.
- New: Pausing the game (through any means, not just the pause key) now pauses sound effects as well as music. "PauseMusicInMenus" has been added as a MAPINFO flag to also pause the music when a menu or the console are open. SVN r134 (trunk)
This commit is contained in:
parent
f8bdceab38
commit
62b7dd3efc
19 changed files with 115 additions and 35 deletions
|
|
@ -27,12 +27,40 @@
|
|||
#include "p_acs.h"
|
||||
#include "c_console.h"
|
||||
#include "b_bot.h"
|
||||
|
||||
#include "s_sound.h"
|
||||
#include "doomstat.h"
|
||||
#include "sbar.h"
|
||||
|
||||
extern gamestate_t wipegamestate;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_CheckTickerPaused
|
||||
//
|
||||
// Returns true if the ticker should be paused. In that cause, it also
|
||||
// pauses sound effects and possibly music. If the ticker should not be
|
||||
// paused, then it returns false but does not unpause anything.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_CheckTickerPaused ()
|
||||
{
|
||||
// pause if in menu or console and at least one tic has been run
|
||||
if ( !netgame
|
||||
&& gamestate != GS_TITLELEVEL
|
||||
&& ((menuactive != MENU_Off && menuactive != MENU_OnNoPause) ||
|
||||
ConsoleState == c_down || ConsoleState == c_falling)
|
||||
&& !demoplayback
|
||||
&& !demorecording
|
||||
&& players[consoleplayer].viewz != 1
|
||||
&& wipegamestate == gamestate)
|
||||
{
|
||||
S_PauseSound (!(level.flags & LEVEL_PAUSE_MUSIC_IN_MENUS));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// P_Ticker
|
||||
//
|
||||
|
|
@ -44,22 +72,10 @@ void P_Ticker (void)
|
|||
r_NoInterpolate = true;
|
||||
|
||||
// run the tic
|
||||
if (paused)
|
||||
if (paused || P_CheckTickerPaused())
|
||||
return;
|
||||
|
||||
// pause if in menu or console and at least one tic has been run
|
||||
if ( !netgame
|
||||
&& gamestate != GS_TITLELEVEL
|
||||
&& ((menuactive != MENU_Off && menuactive != MENU_OnNoPause) ||
|
||||
ConsoleState == c_down || ConsoleState == c_falling)
|
||||
&& !demoplayback
|
||||
&& !demorecording
|
||||
&& players[consoleplayer].viewz != 1
|
||||
&& wipegamestate == gamestate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
S_ResumeSound ();
|
||||
P_ResetSightCounters (false);
|
||||
|
||||
// Since things will be moving, it's okay to interpolate them in the renderer.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue