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- disabled shortcutting the intermission code if no summary screen is…
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… wanted.

This also disabled all cutscenes being attached to the completed map.
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coelckers committed Nov 16, 2022
1 parent 29b4418 commit d0c8695
Showing 1 changed file with 2 additions and 12 deletions.
14 changes: 2 additions & 12 deletions src/g_level.cpp
Expand Up @@ -1023,11 +1023,6 @@ DIntermissionController* FLevelLocals::CreateIntermission()

void RunIntermission(level_info_t* fromMap, level_info_t* toMap, DIntermissionController* intermissionScreen, DObject* statusScreen, std::function<void(bool)> completionf)
{
if (!intermissionScreen && !statusScreen)
{
completionf(false);
return;
}
cutscene.runner = CreateRunner(false);
GC::WriteBarrier(cutscene.runner);
cutscene.completion = std::move(completionf);
Expand Down Expand Up @@ -1118,7 +1113,7 @@ void G_DoCompleted (void)
bool endgame = strncmp(nextlevel, "enDSeQ", 6) == 0;
intermissionScreen = primaryLevel->CreateIntermission();
auto nextinfo = !playinter || endgame? nullptr : FindLevelInfo(nextlevel, false);
RunIntermission(playinter? primaryLevel->info : nullptr, nextinfo, intermissionScreen, statusScreen, [=](bool)
RunIntermission(primaryLevel->info, nextinfo, intermissionScreen, statusScreen, [=](bool)
{
if (!endgame) primaryLevel->WorldDone();
else D_StartTitle();
Expand Down Expand Up @@ -1287,12 +1282,7 @@ bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo)

finishstate = mode;

if (!ShouldDoIntermission(nextcluster, thiscluster))
{
WorldDone ();
return false;
}
return true;
return ShouldDoIntermission(nextcluster, thiscluster);
}

//==========================================================================
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