- 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:
parent
e5baef837a
commit
9898ee542c
6 changed files with 39 additions and 29 deletions
|
|
@ -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 (...)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue