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game: prioritize save over load
This matches OG behaviour where save is preferred over load when both inputs are detected on the same frame. Resolves #2833.
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parent
f590c9243c
commit
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4 changed files with 8 additions and 6 deletions
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@ -10,6 +10,7 @@
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- changed the number of static mesh slots from 50 to 256 (#2734)
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- changed the "enable EIDOS logo" option to disable the Core Design and Bink Video Codec FMVs as well; renamed to "enable legal" (#2741)
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- changed sprite pickups to respect the water tint if placed underwater (#2673)
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- changed save to take priority over load when both inputs are held on the same frame, in line with OG (#2833)
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- fixed the bilinear filter to not readjust the UVs (#2258)
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- fixed disabling the cutscenes causing the game to exit (#2743, regression from 4.8)
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- fixed anisotropy filter causing black lines on certain GPUs (#902)
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@ -1,5 +1,6 @@
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## [Unreleased](https://github.com/LostArtefacts/TRX/compare/tr2-1.0...develop) - ××××-××-××
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- added an option to wraparound when scrolling UI dialogs, such as save/load (#2834)
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- changed save to take priority over load when both inputs are held on the same frame, in line with OG (#2833)
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- fixed the selected keyboard/controller layout not being saved (#2830, regression from 1.0)
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- fixed toggling the PSX FOV option not having an immediate effect (#2831, regression from 1.0)
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- fixed changing the aspect ratio not updating the current background image (#2832, regression from 1.0)
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@ -142,10 +142,10 @@ GF_COMMAND Game_Control(const bool demo_mode)
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if (g_Camera.type == CAM_CINEMATIC) {
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g_OverlayFlag = 0;
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} else if (g_OverlayFlag > 0) {
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if (g_Input.load) {
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g_OverlayFlag = -1;
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} else if (g_Input.save) {
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if (g_Input.save) {
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g_OverlayFlag = -2;
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} else if (g_Input.load) {
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g_OverlayFlag = -1;
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} else {
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g_OverlayFlag = 0;
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}
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@ -114,10 +114,10 @@ GF_COMMAND Game_Control(const bool demo_mode)
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if (g_OverlayStatus > 0) {
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if (g_GameFlow.load_save_disabled) {
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g_OverlayStatus = 0;
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} else if (g_Input.load) {
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g_OverlayStatus = -1;
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} else if (g_Input.save) {
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g_OverlayStatus = -2;
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} else {
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g_OverlayStatus = g_Input.save ? -2 : 0;
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g_OverlayStatus = g_Input.load ? -1 : 0;
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}
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} else {
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GF_COMMAND gf_cmd;
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