- route all accesses to gameaction from the backend through the sysCallbacks.

gameactions are frontend specific so this needs to be decoupled.
This commit is contained in:
Christoph Oelckers 2021-05-22 12:58:07 +02:00
commit 9898ee542c
6 changed files with 39 additions and 29 deletions

View file

@ -50,6 +50,7 @@
#include "c_dispatch.h"
#include "s_music.h"
#include "m_argv.h"
#include "i_interface.h"
CVAR(Bool, inter_subtitles, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
@ -316,7 +317,7 @@ bool StartCutscene(CutsceneDef& cs, int flags, const CompletionFunc& completion_
}
if (flags & SJ_DELAY) intermissiondelay = 10; // need to wait a bit at the start to let the timer catch up.
else intermissiondelay = 0;
gameaction = (flags & SJ_BLOCKUI) ? ga_intro : ga_intermission;
if (sysCallbacks.StartCutscene) sysCallbacks.StartCutscene(flags & SJ_BLOCKUI);
}
catch (...)
{